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Shader_wave.frag
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45 lines (38 loc) · 1.49 KB
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// Copyright © 2016 Fatih Gazimzyanov. Contacts: [email protected]
// Copyright © 2013 Tyler Tesch. Contacts: https://www.youtube.com/user/Advenio4821
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
#version 150 core
uniform vec3 iResolution;
uniform float iGlobalTime;
uniform float spectrum[256];
uniform float waveData[256];
in vec4 gl_FragCoord;
out vec4 gl_FragColor;
void InterpolateValue(in float index, out float value) {
float norm = 255.0 / iResolution.x * index;
int Floor = int(floor(norm));
int Ceil = int(ceil(norm));
value = mix(waveData[Floor], waveData[Ceil], fract(norm));
}
#define THICKNESS 0.02
void main()
{
float time = iGlobalTime;
float x = gl_FragCoord.x / iResolution.x;
float y = gl_FragCoord.y / iResolution.y;
float wave = 0;
InterpolateValue(x * iResolution.x, wave);
wave = 0.5 - wave / 3; //centers wave
float r = abs(THICKNESS/(wave - y));
gl_FragColor = vec4(
r - abs(r * 0.2 * sin(time / 5)), r - abs(r * 0.2 * sin(time / 7)), r - abs(r * 0.2 * sin(time / 9)), 0);
}