#ifdef GL_ES precision highp float; precision highp int; #endif #define MAX_HITS 64 #define HIT_RADIUS 12.0 #define ALPHA 0.18 uniform sampler2D u_texture; uniform vec4 u_color; uniform vec2 u_texsize; uniform float u_time; uniform float u_scaling; uniform float u_dp; uniform vec2 u_offset; uniform int u_hitamount; uniform vec3 u_hits[MAX_HITS]; varying vec4 v_color; varying vec2 v_texCoord; float round(float f){ return float(int(f)); } void main() { vec2 T = v_texCoord.xy; vec2 coords = (T * u_texsize) + u_offset; T += vec2(sin(coords.y / 3.0 + u_time / 20.0) / 240.0, sin(coords.x / 3.0 + u_time / 20.0) / 240.0) * u_scaling; float si = 1.0 + sin(u_time / 20.0) / 8.0; vec4 color = texture2D(u_texture, T) * vec4(si, si, si, 1.0); vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y); bool any = false; float thickness = 1.0; float step = 1.5; if(texture2D(u_texture, T).a < 0.1 && (texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 || texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1)) any = true; if(any){ gl_FragColor = u_color * vec4(si, si, si, 1.0); }else{ if(color.a > 0.1){ if(mod(coords.x / u_dp + coords.y / u_dp + sin(round(coords.x / u_dp) / 5.0) * 3.0 + sin(round(coords.y / u_dp) / 5.0) * 3.0 + u_time / 4.0, 10.0) < 2.0){ color *= 1.65; } color.a = ALPHA; for(int i = 0; i < MAX_HITS; i ++){ if(i >= u_hitamount) break; vec3 hit = u_hits[i]; float rad = hit.z * HIT_RADIUS; float fin = 1.0 - hit.z; if(abs(distance(vec2(hit.x, hit.y), coords - u_texsize/2.0) - rad) < 1.0){ color = mix(color, u_color* vec4(si, si, si, 1.0), (1.0 * fin)); color.a = ALPHA + 0.82 *fin; } } } gl_FragColor = color; } }