Ripples pass now supports five simultaneous clicks; the ripples are circular, accounting for the aspect ratio; click event is handled within the ripples pass module.

This commit is contained in:
Rezmason
2022-08-02 03:39:57 -07:00
parent f0ffa6fce2
commit 503c97adeb
3 changed files with 35 additions and 42 deletions

View File

@@ -1,22 +1,25 @@
precision mediump float;
varying vec2 vUV;
uniform float width, height;
uniform float aspectRatio;
uniform float time;
uniform float intensity;
uniform float centerW;
uniform float centerH;
uniform vec3 clicks[5];
uniform sampler2D tex;
uniform sampler2D bloomTex;
void main() {
vec2 iResolution = vec2(height,width);
vec2 cp = vec2(
-1. + 2.* gl_FragCoord.x /iResolution.x - centerW,
-1. + 2.* gl_FragCoord.y /iResolution.y + centerH
);
float cl = length(cp);//*(intensity+1.)*.9;
vec2 uv = gl_FragCoord.xy / iResolution.xy + (cp / cl / 2. ) * sin(cl*15. - time * 10.) * intensity*.5;
vec3 col = texture2D(tex, uv).xyz + texture2D(bloomTex, uv).xyz;;
col.y = col.x; col.x = 0.; col.z = 0.;
gl_FragColor = vec4(col,1.0);
}
float total = 0.0;
for (int i = 0; i < 5; i++) {
vec3 click = clicks[i];
float distanceToClick = length((click.xy - vUV) * vec2(aspectRatio, 1.0));
total += (1.0 - distanceToClick)
* sin(distanceToClick * 50.0 - time * 12.0)
* pow(1.0 - min(1.0, (time - click.z) / 3.0), 2.0);
}
total *= 0.2;
vec2 uv = vUV + total * 0.03;
gl_FragColor = vec4(mix(vec3(0.0), vec3(0.3, 1.0, 0.2), texture2D(tex, uv).r + texture2D(bloomTex, uv).r * 0.5), 1.0);
// gl_FragColor = vec4(uv, 0.5, 1.0);
}