57 lines
1.3 KiB
GLSL
57 lines
1.3 KiB
GLSL
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uniform sampler2D u_Tex0;
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varying vec2 v_TexCoord;
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uniform float u_Time;
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uniform vec2 u_Resolution;
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const float PI = 3.1415926535897932;
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// speed
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const float speed = 0.16;
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const float speed_x = 0.13;
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const float speed_y = 0.12;
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// geometry
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const float intensity = 100.;
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const int steps = 3;
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const float frequency = 100.0;
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const int angle = 7; // better when a prime
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// reflection and emboss
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const float delta = 1000.;
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const float intence = 10.2;
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const float emboss = 1.;
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//---------- crystals effect
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float col(vec2 coord)
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{
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float delta_theta = 2.0 * PI / float(angle);
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float col = 0.0;
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float theta = 0.0;
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for(int i = 0; i < steps; i++) {
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vec2 adjc = coord;
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theta = delta_theta*float(i);
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adjc.x += cos(theta)*u_Time*speed + u_Time * speed_x;
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adjc.y -= sin(theta)*u_Time*speed - u_Time * speed_y;
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col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;
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}
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return cos(col);
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}
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void main(void)
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{
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vec2 p = v_TexCoord, c1 = p, c2 = p;
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float cc1 = col(c1);
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c2.x += u_Resolution.x/delta;
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float dx = emboss*(cc1-col(c2))/delta;
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c2.x = p.x;
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c2.y += u_Resolution.y/delta;
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float dy = emboss*(cc1-col(c2))/delta;
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c1.x += dx;
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c1.y += dy;
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float alpha = 1.+dot(dx,dy)*intence;
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gl_FragColor = texture2D(u_Tex0,c1)*(alpha);
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}
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