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- /*
- * HPack: "Dripple Warp" shader, for H4M8's end sky
- *
- * Basically a quick edit of GZDoom's default warp shader,
- * but a bit less intense and with a clamp on the upper
- * part of the texture so it doesn't leak the sky up top.
- */
- uniform float timer;
- vec4 Process(vec4 color)
- {
- vec2 texCoord = gl_TexCoord[0].st;
- const float pi = 3.14159265358979323846;
- vec2 offset = vec2(0,0);
- offset.y = max(sin(pi * 2.0 * (texCoord.x + timer * 0.125)) * 0.05, 0.0);
- offset.x = sin(pi * 2.0 * (texCoord.y + timer * 0.125)) * 0.05;
- texCoord += offset;
- return getTexel(texCoord) * color;
- }
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