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- #ifdef GL_ES
- precision mediump float;
- #endif
- #define PROCESSING_COLOR_SHADER
- uniform vec2 u_resolution;
- uniform vec2 u_mouse;
- uniform float u_time;
- uniform sampler2D test;
- void main() {
- // vec2 st = u_mouse/u_resolution;
- vec2 st = gl_FragCoord.xy/u_resolution;
- st.x=(st.x-0.5)*u_resolution.x/256.0+0.5;
- st.y=(st.y-0.5)*u_resolution.y/256.0;
- vec2 gg = vec2(1)-vec2(u_mouse.x,u_mouse.y)/256.0;
- // float pos=mod(( st.x+((st.x-0.5)*2.0*(atan(abs(st.y*st.y*st.y*2.0))/-3.14*1.0+1.0)) )+gg.x,1.0);
- float pos=mod(( st.x+((st.x-0.5)*2.0*max(1.0-(st.y*st.y),0.0)) )+gg.x,1.0);
- float wow=sin(pos*3.14*16.0-3.14/2.0)*0.5+0.5;
- vec3 col = texture2D (test, vec2(pos,mod(st.y,1.0))).xyz;
- gl_FragColor = vec4(vec3(pos),1.0);
- }
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