URL: http://glslsandbox.com/e#25039.0
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// Ripple Gradient Effect // By: Brandon Fogerty // bfogerty at gmail dot com // xdpixel.com #ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 resolution; #define AMP_FALLOFF (1.0-( clamp( length(uv), 0.0, 1.0 ) )) #define AMP 1.0 * AMP_FALLOFF #define K 10.0 #define C -1.0 #define RADIUS length( uv ) #define Background_Color vec3( 0.0, 0.0, 0.5 ) void main( void ) { vec2 uv = ( gl_FragCoord.xy / resolution.xy ) * 2.0 - 1.0; uv.x *= (resolution.x / resolution.y); float t = AMP * abs( sin( K * (RADIUS) + C * time ) ); t += abs( tan( uv.y ) * 4.0 ); vec3 finalColor = Background_Color; finalColor += vec3( t * 0.1, t * 0.2, t * 0.7 ); gl_FragColor = vec4( finalColor, 1.0 ); } |