Created
April 6, 2014 16:44
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#version 150 | |
#define BLUR_Y 0.004 | |
uniform sampler2D diffuseTexture; | |
uniform sampler2D lightsTexture; | |
uniform float time; | |
uniform vec2 resolution; | |
uniform float distortion; | |
in vec2 texcoord_out; | |
out vec4 color0; | |
void main(void) { | |
vec2 pos = gl_FragCoord.xy / resolution; | |
float distance = 0.004 * (sin(200 * time) / 2 + 1); | |
distance *= sin(pos.y * 20 + 100 * time); | |
distance *= sin(pos.y * 300 + 10 * time); | |
distance *= 2 * sin(pos.y * 300 + time); | |
float c = 1; | |
c += 2. * sin(time * 4.0 + pos.y * 800.); | |
c += 1. * sin(time * 1.0 + pos.y * 800.); | |
c = mix(1, c, distortion); | |
distance *= distortion; | |
float blurAmount = BLUR_Y * distortion; | |
vec3 xCoords = vec3(texcoord_out.x - distance, | |
texcoord_out.x + distance / 4, | |
texcoord_out.x + distance); | |
float r = 0.0; | |
r += texture2D(diffuseTexture, vec2(xCoords.r, texcoord_out.y + blurAmount)).r * 0.2; | |
r += texture2D(diffuseTexture, vec2(xCoords.r, texcoord_out.y)).r * 0.6; | |
r += texture2D(diffuseTexture, vec2(xCoords.r, texcoord_out.y - blurAmount)).r * 0.2; | |
float g = 0.0; | |
g += texture2D(diffuseTexture, vec2(xCoords.g, texcoord_out.y + blurAmount)).g * 0.2; | |
vec4 center = texture2D(diffuseTexture, vec2(xCoords.g, texcoord_out.y)); | |
g += center.g * 0.6; | |
g += texture2D(diffuseTexture, vec2(xCoords.g, texcoord_out.y - blurAmount)).g * 0.2; | |
float b = 0.0; | |
b += texture2D(diffuseTexture, vec2(xCoords.b, texcoord_out.y + blurAmount)).b * 0.2; | |
b += texture2D(diffuseTexture, vec2(xCoords.b, texcoord_out.y)).b * 0.6; | |
b += texture2D(diffuseTexture, vec2(xCoords.b, texcoord_out.y - blurAmount)).b * 0.2; | |
float lightR = 0.0; | |
lightR += texture2D(lightsTexture, vec2(xCoords.r + blurAmount, texcoord_out.y)).r * 0.2; | |
lightR += texture2D(lightsTexture, vec2(xCoords.r, texcoord_out.y)).r * 0.6; | |
lightR += texture2D(lightsTexture, vec2(xCoords.r - blurAmount, texcoord_out.y)).r * 0.2; | |
float lightG = 0.0; | |
lightG += texture2D(lightsTexture, vec2(xCoords.g + blurAmount, texcoord_out.y)).g * 0.2; | |
lightG += texture2D(lightsTexture, vec2(xCoords.g, texcoord_out.y)).g * 0.6; | |
lightG += texture2D(lightsTexture, vec2(xCoords.g - blurAmount, texcoord_out.y)).g * 0.2; | |
float lightB = 0.0; | |
lightB += texture2D(lightsTexture, vec2(xCoords.b + blurAmount, texcoord_out.y)).b * 0.2; | |
lightB += texture2D(lightsTexture, vec2(xCoords.b, texcoord_out.y)).b * 0.6; | |
lightB += texture2D(lightsTexture, vec2(xCoords.b - blurAmount, texcoord_out.y)).b * 0.2; | |
vec3 color = vec3(r, g, b) * vec3(lightR, lightG, lightB) * c; | |
color0 = vec4(color, center.a); | |
} | |
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