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source: data/branches/Shader_HS18/programs/Example/GLSL150/OldTV.glsl @ 12083

Last change on this file since 12083 was 12083, checked in by wiesep, 5 years ago

Reorganised shader programs

File size: 1.4 KB
Line 
1#version 150
2
3in vec4 pos;
4in vec2 oUv0;
5out vec4 fragColour;
6
7uniform sampler2D Image;
8uniform sampler3D Rand;
9uniform sampler3D Noise;
10uniform float distortionFreq;
11uniform float distortionScale;
12uniform float distortionRoll;
13uniform float interference;
14uniform float frameLimit;
15uniform float frameShape;
16uniform float frameSharpness;
17uniform float time_0_X;
18uniform float sin_time_0_X;
19
20void main()
21{
22   // Define a frame shape
23   float f = (1 - pos.x * pos.x) * (1 - pos.y * pos.y);
24   float frame = clamp(frameSharpness * (pow(f, frameShape) - frameLimit), 0.0, 1.0);
25
26   // Interference ... just a texture filled with rand()
27   float rand = texture(Rand, vec3(1.5 * pos.x, 1.5 * pos.y, time_0_X)).x - 0.2;
28
29   // Some signed noise for the distortion effect
30   float noisy = texture(Noise, vec3(0, 0.5 * pos.y, 0.1 * time_0_X)).x - 0.5;
31
32   // Repeat a 1 - x^2 (0 < x < 1) curve and roll it with sinus.
33   float dst = fract(pos.y * distortionFreq + distortionRoll * sin_time_0_X);
34   dst *= (1 - dst);
35   // Make sure distortion is highest in the center of the image
36   dst /= 1 + distortionScale * abs(pos.y);
37
38   // ... and finally distort
39   vec2 inUv = oUv0;
40   inUv.x += distortionScale * noisy * dst;
41   vec4 image = texture(Image, inUv);
42
43   // Combine frame, distorted image and interference
44   fragColour = frame * (interference * rand + image);
45}
46
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