lensing
This commit is contained in:
parent
0967b8969a
commit
5579a8c25a
1 changed files with 22 additions and 0 deletions
22
examples/wavy.glsl
Normal file
22
examples/wavy.glsl
Normal file
|
|
@ -0,0 +1,22 @@
|
|||
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
|
||||
vec2 uv = fragCoord / iResolution;
|
||||
|
||||
vec2 lines_uv = uv;
|
||||
|
||||
// twist?
|
||||
// distance from middle
|
||||
//float distance = distance(fragCoord, vec2(0.5, 0.5));
|
||||
float distance = distance(uv, vec2(0.5, 0.5));
|
||||
float inverse_distance = 1.0 - distance;
|
||||
lines_uv += (lines_uv - vec2(0.5, 0.5)) * inverse_distance * 3.0;
|
||||
|
||||
// The lines themselves
|
||||
float lines_timescale = iTime * 0.6;
|
||||
lines_uv.x += sin(lines_timescale + lines_uv.y * 30.0) * 0.2;// * sin(lines_timescale);
|
||||
float hor_lines = sin(lines_uv.x * 10.0)/2.0 + 0.5;
|
||||
hor_lines = sign(hor_lines -0.5);
|
||||
//hor_lines = sin(iTime * 3.0 +hor_lines * 2.0 + uv.y / 50.0);
|
||||
|
||||
//fragColor = vec4(uv.x, uv.y, 1.0, 1.0);
|
||||
fragColor = vec4(hor_lines * 0.7, inverse_distance, inverse_distance, 1.0);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue