Mindustry/core/assets/shaders/caustics.frag

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2021-06-02 22:08:08 +07:00
#define HIGHP
#define NSCALE 200.0 / 1.8
uniform sampler2D u_texture;
uniform sampler2D u_noise;
uniform vec2 u_campos;
uniform vec2 u_resolution;
uniform float u_time;
varying vec2 v_texCoords;
void main(){
vec2 c = v_texCoords.xy;
vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
float btime = u_time / 3400.0;
vec4 noise1 = texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8));
vec4 noise2 = texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0));
//vec4 noise3 = texture2D(u_noise, (coords) / (NSCALE * 2.0) + vec2(btime * 0.9) * vec2(0.8, 1.0));
gl_FragColor = vec4(vec3(min(noise1.r, noise2.r)), 0.2);
}