1 | #version 150 |
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2 | |
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3 | in vec4 pos; |
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4 | in vec2 oUv0; |
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5 | out vec4 fragColour; |
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6 | |
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7 | uniform sampler2D Image; |
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8 | uniform sampler3D Rand; |
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9 | uniform sampler3D Noise; |
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10 | uniform float distortionFreq; |
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11 | uniform float distortionScale; |
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12 | uniform float distortionRoll; |
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13 | uniform float interference; |
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14 | uniform float frameLimit; |
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15 | uniform float frameShape; |
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16 | uniform float frameSharpness; |
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17 | uniform float time_0_X; |
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18 | uniform float sin_time_0_X; |
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19 | |
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20 | void main() |
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21 | { |
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22 | // Define a frame shape |
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23 | float f = (1 - pos.x * pos.x) * (1 - pos.y * pos.y); |
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24 | float frame = clamp(frameSharpness * (pow(f, frameShape) - frameLimit), 0.0, 1.0); |
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25 | |
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26 | // Interference ... just a texture filled with rand() |
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27 | float rand = texture(Rand, vec3(1.5 * pos.x, 1.5 * pos.y, time_0_X)).x - 0.2; |
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28 | |
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29 | // Some signed noise for the distortion effect |
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30 | float noisy = texture(Noise, vec3(0, 0.5 * pos.y, 0.1 * time_0_X)).x - 0.5; |
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31 | |
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32 | // Repeat a 1 - x^2 (0 < x < 1) curve and roll it with sinus. |
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33 | float dst = fract(pos.y * distortionFreq + distortionRoll * sin_time_0_X); |
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34 | dst *= (1 - dst); |
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35 | // Make sure distortion is highest in the center of the image |
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36 | dst /= 1 + distortionScale * abs(pos.y); |
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37 | |
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38 | // ... and finally distort |
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39 | vec2 inUv = oUv0; |
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40 | inUv.x += distortionScale * noisy * dst; |
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41 | vec4 image = texture(Image, inUv); |
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42 | |
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43 | // Combine frame, distorted image and interference |
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44 | fragColour = frame * (interference * rand + image); |
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45 | } |
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