Created
January 7, 2017 20:51
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#include "shaders_common.h" | |
static const char* stock_fragment_xmb_snow = GLSL( | |
uniform float time; | |
uniform vec2 OutputSize; | |
void main(void) | |
{ | |
float speed = time * 2; | |
vec2 uv = -1.0 + 2.0*gl_FragCoord.xy / OutputSize.xy; | |
uv.x *= OutputSize.x / OutputSize.y; | |
vec3 color = vec3(0.0); | |
for( int i=0; i < 96; i++ ) | |
{ | |
float pha = sin(float(i) * 546.13 + 1.0) * 0.5 + 0.5; | |
float siz = pow(sin(float(i) * 651.74 + 5.0) * 0.5 + 0.5, 4.0); | |
float pox = sin(float(i) *321.55 +4.1) * OutputSize.x / OutputSize.y; | |
float rad = 0.1 + 0.5 * siz + sin(pha+siz) / 4.0; | |
vec2 pos = vec2(pox + sin(speed / 15. + pha + siz), - 1.0 - rad + (2.0 + 2.0 * rad) * mod(pha + 0.3 * (speed / 7.) * (0.2 + 0.8 * siz), 1.0)); | |
float dis = length(uv - pos); | |
vec3 col = mix(vec3(0.194 * sin(speed / 6.0) + 0.3, 0.2, 0.3*pha), vec3(1.1 * sin(speed / 9.0) + 0.3, 0.2 * pha, 0.4), 0.5 + 0.5 * sin(float(i))); | |
float f = length(uv - pos) / rad; | |
f = sqrt(clamp(1.0 + (sin((speed)*siz) * 0.5) * f, 0.0, 1.0)); | |
color += col.zyx *(1.0 - smoothstep(rad * 0.15, rad, dis)); | |
} | |
color *= sqrt(1.5 - 0.5 * length(uv)); | |
gl_FragColor = vec4(color.r, color.g, color.b , 1); | |
} | |
); |
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