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uniform sampler2D u_Tex0;
varying vec2 v_TexCoord;
uniform float u_Time;
uniform vec2 u_Resolution;
const float PI = 3.1415926535897932;
// speed
const float speed = 0.06;
const float speed_x = 0.03;
const float speed_y = 0.02;
// geometry
const float intensity = 30.;
const int steps = 5;
const float frequency = 3.0;
const int angle = 7; // better when a prime
// reflection and emboss
const float delta = 100.;
const float intence = 1.2;
const float emboss = 0.1;
//---------- crystals effect
float col(vec2 coord)
{
float delta_theta = 2.0 * PI / float(angle);
float col = 0.0;
float theta = 0.0;
for(int i = 0; i < steps; i++) {
vec2 adjc = coord;
theta = delta_theta*float(i);
adjc.x += cos(theta)*u_Time*speed + u_Time * speed_x;
adjc.y -= sin(theta)*u_Time*speed - u_Time * speed_y;
col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity;
}
return cos(col);
}
void main(void)
{
vec2 p = v_TexCoord, c1 = p, c2 = p;
float cc1 = col(c1);
c2.x += u_Resolution.x/delta;
float dx = emboss*(cc1-col(c2))/delta;
c2.x = p.x;
c2.y += u_Resolution.y/delta;
float dy = emboss*(cc1-col(c2))/delta;
c1.x += dx;
c1.y += dy;
float alpha = 1.+dot(dx,dy)*intence;
gl_FragColor = texture2D(u_Tex0,c1)*(alpha);
}