Files
matrix/shaders/glsl/ripplesPass.frag.glsl

26 lines
682 B
GLSL

precision mediump float;
varying vec2 vUV;
uniform float aspectRatio;
uniform float time;
uniform vec3 clicks[5];
uniform sampler2D tex;
uniform sampler2D bloomTex;
void main() {
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);
}