mirror of
https://gitlab.com/kelteseth/ScreenPlay.git
synced 2024-11-22 18:52:30 +01:00
60 lines
2.2 KiB
GLSL
60 lines
2.2 KiB
GLSL
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D qt_Texture0;
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varying vec4 qt_TexCoord0;
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//uniform float reflectionOffset; // allows player to control reflection position
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//uniform float reflectionBlur ; // works only if projec's driver is set to GLES3, more information here https://docs.godotengine.org/ru/stable/tutorials/shading/screen-reading_shaders.html
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//uniform float calculatedOffset ; // this is controlled by script, it takes into account camera position and water object position, that way reflection stays in the same place when camera is moving
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//uniform float calculatedAspect ; // is controlled by script, ensures that noise is not affected by object scale
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//uniform sampler2D noiseTexture;
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//uniform float offsetStrength;
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//uniform float maxOffset;
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//uniform vec2 distortionScale;
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//uniform vec2 distortionSpeed;
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//uniform float waveSmoothing;
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//uniform float mainWaveSpeed ;
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//uniform float mainWaveFrequency ;
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//uniform float mainWaveAmplitude;
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//uniform float secondWaveSpeed ;
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//uniform float secondWaveFrequency ;
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//uniform float secondWaveAmplitude ;
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//uniform float thirdWaveSpeed ;
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//uniform float thirdWaveFrequency ;
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//uniform float thirdWaveAmplitude ;
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//uniform float squashing ;
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//uniform vec4 shorelineColor; //: hint_color = vec4(1.);
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//uniform float shorelineSize; //: hint_range(0., 0.1) = 0.0025;
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//uniform float shorelineFoamSize ; // : hint_range(0., 0.1)
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//uniform float foamSpeed;
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//uniform vec2 foamScale;
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uniform float time;
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void main(void)
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{
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vec2 uv = fragCoord.xy / iResolution.xy;
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vec4 texture_color = vec4(0.192156862745098, 0.6627450980392157, 0.9333333333333333, 1.0);
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vec4 k = vec4(time)*0.8;
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k.xy = uv * 7.0;
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float val1 = length(0.5-fract(k.xyw*=mat3(vec3(-2.0,-1.0,0.0), vec3(3.0,-1.0,1.0), vec3(1.0,-1.0,-1.0))*0.5));
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float val2 = length(0.5-fract(k.xyw*=mat3(vec3(-2.0,-1.0,0.0), vec3(3.0,-1.0,1.0), vec3(1.0,-1.0,-1.0))*0.2));
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float val3 = length(0.5-fract(k.xyw*=mat3(vec3(-2.0,-1.0,0.0), vec3(3.0,-1.0,1.0), vec3(1.0,-1.0,-1.0))*0.5));
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vec4 color = vec4 ( pow(min(min(val1,val2),val3), 7.0) * 3.0)+texture_color;
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gl_FragColor = color;
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//gl_FragColor = texture2D(qt_Texture0, qt_TexCoord0.st);
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}
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