Extra2D/Extra2D/shaders/effects/distortion.shader

65 lines
1.3 KiB
GLSL

// ============================================
// Extra2D Combined Shader File
// Name: distortion
// Category: effects
// Version: 1.0
// ============================================
#meta
{
"name": "distortion",
"category": "effects",
"author": "Extra2D Team",
"description": "Shader"
}
#vertex
#version 300 es
precision highp float;
layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_texCoord;
layout(location = 2) in vec4 a_color;
uniform mat4 u_viewProjection;
uniform mat4 u_model;
out vec2 v_texCoord;
out vec4 v_color;
void main() {
gl_Position = u_viewProjection * u_model * vec4(a_position, 0.0, 1.0);
v_texCoord = a_texCoord;
v_color = a_color;
}
#fragment
#version 300 es
precision highp float;
in vec2 v_texCoord;
in vec4 v_color;
uniform sampler2D u_texture;
uniform float u_distortionAmount;
uniform float u_time;
uniform float u_timeScale;
out vec4 fragColor;
void main() {
vec2 uv = v_texCoord;
float t = u_time * u_timeScale;
float dx = sin(uv.y * 10.0 + t) * u_distortionAmount;
float dy = cos(uv.x * 10.0 + t) * u_distortionAmount;
uv += vec2(dx, dy);
vec4 texColor = texture(u_texture, uv);
fragColor = texColor * v_color;
if (fragColor.a < 0.01) {
discard;
}
}