Created
April 7, 2021 00:27
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float smoothMod(float x, float y, float e){ | |
float top = cos(PI * (x/y)) * sin(PI * (x/y)); | |
float bot = pow(sin(PI * (x/y)),2.)+ pow(e, sin(time)); | |
float at = atan(top/bot); | |
return y * (1./2.) - (1./PI) * at ; | |
} | |
void main () { | |
vec2 masterUV = uvN(); | |
vec2 pos = masterUV; | |
pos.x *= resolution.x/resolution.y; | |
float wavy = sin(pos.y*40.)*(0.06*clamp(pos.y-0.2,0.,1.)) ; | |
vec2 swirly = vec2(smoothMod(pos.x*10.,1.,0.2), smoothMod(pos.y*10.,1.,0.2)); | |
wavy+= atan(swirly.x,swirly.y)*0.01; | |
vec2 newPos = pos + vec2(wavy,0.5); | |
//newPos.y = mod(newPos.y - time/20., 1.); | |
vec4 col = texture2D(channel0, newPos); | |
pos *= resolution.y/ resolution; | |
vec4 bb = texture2D(backbuffer, pos - vec2(0,0.01) - (wavy*0.1)); | |
gl_FragColor = mix(col, bb, clamp(newPos.y -0.2,0.,1.)); | |
} |
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