cd7532ad7b
Also make the fragment shader a bit simpler Change-Id: Ie50940da0a4f896504c9f5962cdb6c455983302f Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
31 lines
834 B
GLSL
31 lines
834 B
GLSL
#define M_PI 3.1415926535897932384626433832795
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#define SPEED 10000.0
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uniform int currentTime;
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uniform highp vec2 windowSize;
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highp float noise(highp vec2 co)
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{
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return 0.5 * fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
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}
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highp float curvSpeed()
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{
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return (mod(float(currentTime), SPEED) / SPEED) * (2.0 * M_PI);
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}
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highp float curv(int curvCount)
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{
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highp float curv_y = 0.1 *(cos((gl_FragCoord.x / windowSize.x) * (float(curvCount * 2) * M_PI) - curvSpeed())) + 0.5;
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highp float frag_y = gl_FragCoord.y / windowSize.y;
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return 1.0 - abs(curv_y - frag_y);
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}
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void main()
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{
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highp float coordNoise = noise(gl_FragCoord.xy);
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highp float proximity = smoothstep(0.85, 1.0, (curv(6) + 1.0) * (coordNoise ));
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highp vec3 color = vec3(coordNoise) * proximity;
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gl_FragColor = vec4(color, 1.0);
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}
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