tidying up some shader stuff (nameing etc)

This commit is contained in:
langolierz
2018-10-16 20:54:48 +00:00
parent f1ee096cb3
commit fc14b5023c
23 changed files with 69 additions and 416 deletions

View File

@@ -1,4 +1,5 @@
//pro-shader
//written by Tim Caldwell
#ifdef GL_ES
precision mediump float;
#endif
@@ -8,9 +9,6 @@ uniform sampler2D u_tex0;
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_x0;
uniform float u_x1;
uniform float u_x2;
uniform float u_x3;
vec3 rgb2grayscale(vec3 c)
{

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@@ -1,16 +0,0 @@
varying vec2 v_texcoord;
uniform sampler2D u_tex0;
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 pos = gl_FragCoord.xy;
vec4 texColor = texture2D(u_tex0, v_texcoord);
texColor.r *= (sin(0.05*pos.x - cos(u_time)) + cos(0.05*pos.x/(0.1 + abs(cos(u_time/5.0)))));
texColor.r *= (sin(0.05*pos.y - cos(u_time/5.0)) + cos(0.05*pos.y/(0.1 + abs(cos(u_time/5.0)))));
gl_FragColor = vec4(texColor.b, texColor.r, texColor.g, texColor.a);
}

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@@ -1,5 +1,6 @@
//pro-shader
//written by Tim Caldwell
// this is a simple example of how to change incoming textures colour
varying vec2 v_texcoord;
uniform sampler2D u_tex0;
uniform vec2 u_resolution;
@@ -7,7 +8,6 @@ uniform float u_time;
uniform float u_x0;
uniform float u_x1;
uniform float u_x2;
uniform float u_x3;
void main() {
vec4 texColour = texture2D(u_tex0, v_texcoord);

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@@ -1,3 +1,4 @@
//pro-shader
#ifdef GL_ES
precision mediump float;

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@@ -1,4 +1,6 @@
//pro-shader
//written by Tim Caldwell
//this is a basic example of how to effect input textures position
#ifdef GL_ES
precision mediump float;
#endif

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@@ -1,4 +1,5 @@
//pro-shader
//written by Tim Caldwell
#ifdef GL_ES
precision highp float;
#endif

View File

@@ -1,4 +1,5 @@
//pro-shader
//written by Tim Caldwell
#ifdef GL_ES
precision mediump float;
#endif

View File

@@ -1,4 +1,5 @@
//pro-shader
//written by Tim Caldwell
#ifdef GL_ES
precision mediump float;
#endif
@@ -17,8 +18,8 @@ void main(){
vec2 pos = v_texcoord;
//float amp = pos.y * 0.03 + .001;
pos.x += 0.05*u_x2*sin( pos.y* 60.0*u_x3 + u_time * 1.0 );
pos.y += 0.05*u_x0*sin( pos.x* 60.0*u_x1 + u_time * 1.0);
pos.x += 0.07*u_x2*sin( pos.y* 70.0*u_x3 + u_time * 1.0 );
pos.y += 0.07*u_x0*sin( pos.x* 70.0*u_x1 + u_time * 1.0);
pos.y = mod(pos.y,1.0);
pos.x = mod(pos.x,1.0);
//if(pos.y > 1.0 || pos.y < 0.0){pos.y = 0.0;}