48 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			48 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
attribute vec2 a_TexCoord;
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uniform mat3 u_TextureMatrix;
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varying vec2 v_TexCoord;
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varying vec2 v_TexCoord2;
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varying vec2 v_TexCoord3;
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attribute vec2 a_Vertex;
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uniform mat3 u_TransformMatrix;
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uniform mat3 u_ProjectionMatrix;
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uniform vec2 u_Offset;
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uniform vec2 u_Center;
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uniform float u_Time;
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vec2 effectTextureSize = vec2(466.0, 342.0);
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vec2 direction = vec2(1.0,0.2);
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float speed = 200.0;
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vec2 rotate(vec2 v, float a) {
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	float s = sin(a);
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	float c = cos(a);
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	mat2 m = mat2(c, -s, s, c);
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	return m * v;
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}
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void main()
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{
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    vec2 offset = direction * speed * u_Time;
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    gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
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    v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
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    v_TexCoord2 = (u_TextureMatrix * vec3(a_TexCoord + u_Offset,1.0)).xy;
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    vec2 vertex = a_Vertex;
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    if(vertex.x < u_Center.x) {
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        vertex.x = effectTextureSize.x / 10.0;
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    }
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    if(vertex.x > u_Center.x) {
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        vertex.x = effectTextureSize.x - effectTextureSize.x / 10.0;
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    }
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    if(vertex.y < u_Center.y) {
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        vertex.y = effectTextureSize.y / 10.0;
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    }
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    if(vertex.y > u_Center.y) {
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        vertex.y = effectTextureSize.y - effectTextureSize.y / 10.0;
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    }
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    v_TexCoord3 = ((vertex + direction * u_Time * speed) / effectTextureSize);
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}
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