precision mediump float; varying vec2 vUV; uniform float aspectRatio, cameraAspectRatio; uniform float time; uniform vec3 clicks[5]; uniform sampler2D tex; uniform sampler2D bloomTex; uniform sampler2D cameraTex; void main() { float intensity = 0.0; for (int i = 0; i < 5; i++) { vec3 click = clicks[i]; float distanceToClick = length((click.xy - vUV) * vec2(aspectRatio, 1.0)); float elapsedTime = clamp(time - click.z, -100.0, 100.0); float t = distanceToClick - elapsedTime * 0.5; intensity += sin(t * 40.0) / t; } intensity *= 0.2; vec2 uv = vUV + intensity * 0.001; float webcamAspectAdjust = cameraAspectRatio / aspectRatio; vec2 webcamTransform = vec2(1.0, webcamAspectAdjust); if (webcamAspectAdjust > 1.0) { webcamTransform = vec2(1.0 / webcamAspectAdjust, 1.0); } vec2 webcamUV = ((uv - 0.5) * webcamTransform) + 0.5; vec3 webcam = texture2D(cameraTex, 1.0 - webcamUV).rgb; webcam *= mix(vec3(0.1, 0.3, 0.0), vec3(0.9, 1.0, 0.7), 1.0 - length(vUV - 0.5) * 1.5); vec3 code = mix(webcam, vec3(0.7, 1.0, 0.4), texture2D(tex, uv).r * (1.0 + intensity * 0.3) + texture2D(bloomTex, uv).r * 0.5); gl_FragColor = vec4(code, 1.0); // gl_FragColor = vec4(uv, 0.5, 1.0); }