-
-
Save raedatoui/a3eb2ad001e6305010f9b52d1665db01 to your computer and use it in GitHub Desktop.
Ripple effect for GLSL
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
// simple fragment shader | |
// 'time' contains seconds since the program was linked. | |
uniform float time; | |
uniform sampler2D tex; | |
uniform sampler2D tex2; | |
float radius = .5; | |
void main() | |
{ | |
float t = clamp(time / 6., 0., 1.); | |
vec2 coords = gl_TexCoord[0].st; | |
vec2 dir = coords - vec2(.5); | |
float dist = distance(coords, vec2(.5)); | |
vec2 offset = dir * (sin(dist * 80. - time*15.) + .5) / 30.; | |
vec2 texCoord = coords + offset; | |
vec4 diffuse = texture2D(tex, texCoord); | |
vec4 mixin = texture2D(tex2, texCoord); | |
gl_FragColor = mixin * t + diffuse * (1. - t); | |
} |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
uniform float time; | |
// simple vertex shader | |
void main() | |
{ | |
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; | |
gl_FrontColor = gl_Color; | |
gl_TexCoord[0] = gl_MultiTexCoord0; | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment