////////////////////////////////////////////////////////////////////////////////////////// // ) ( // // ( /( ( ( ) ( ( ( ( )\ ) ( ( // // )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( // // ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ // // | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) // // | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< // // |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ // // |__/ // // Copyright (c) 2021 Simon Schneegans // // Released under the GPLv3 or later. See LICENSE file for details. // ////////////////////////////////////////////////////////////////////////////////////////// // The content from common.glsl is automatically prepended to each shader effect. uniform float uActorScale; uniform float uHorizontalScale; uniform float uVerticalScale; uniform float uPixelSize; void main() { float pixelSize = ceil(uPixelSize * uProgress + 1.0); vec2 pixelGrid = vec2(pixelSize) / uSize; vec2 texcoord = iTexCoord.st; texcoord.y = texcoord.y * uActorScale + 0.5 - uActorScale * 0.5; texcoord -= mod(iTexCoord.st, pixelGrid); texcoord += pixelGrid * 0.5; float hScale = uHorizontalScale * uSize.x * 0.001; float vScale = uVerticalScale * uSize.y * 0.0001; float shift = max(simplex2DFractal(texcoord.xx * hScale) * vScale + (1.0 + vScale * 0.8) * uProgress - 0.8 * vScale, 0.0); texcoord.y -= uActorScale * shift; vec4 oColor = getInputColor(texcoord); setOutputColor(oColor); }