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- light_mode unshaded;
- uniform sampler2D SCREEN_TEXTURE;
- uniform highp float visibility; // number between -1 and 1
- uniform mediump vec2 reference;
- const mediump float time_scale = 0.25;
- const mediump float distance_scale = 0.125;
- void fragment() {
- highp vec4 sprite = zTexture(UV);
- if (sprite.a == 0.0) {
- discard;
- }
- // get distortion magnitude. hand crafted from a random jumble of trig functions
- highp vec2 coords = (FRAGCOORD.xy + reference) * distance_scale;
- highp float w = sin(TIME + (coords.x + coords.y + 2.0*sin(TIME*time_scale) * sin(TIME*time_scale + coords.x - coords.y)) );
- // visualize distortion via:
- // COLOR = vec4(w,w,w,1.0);
- w *= (3.0 + visibility * 2.0);
- highp vec4 background = zTextureSpec(SCREEN_TEXTURE, ( FRAGCOORD.xy + vec2(w) ) * SCREEN_PIXEL_SIZE );
- lowp float alpha;
- if (visibility>0.0)
- alpha = sprite.a * visibility;
- else
- alpha = 0.0;
- COLOR.xyz = mix(background.xyz, sprite.xyz, alpha);
- COLOR.a = 1.0;
- }
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