ripple.frag 362B

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  1. #version 120
  2. uniform sampler2D texture;
  3. uniform sampler2D desktop;
  4. uniform int desktopWidth;
  5. uniform int desktopHeight;
  6. uniform float time;
  7. varying vec2 uvCoord;
  8. void main() {
  9. vec2 tc = uvCoord.xy;
  10. vec2 p = -1.0 + 2.0 * tc;
  11. float len = length(p);
  12. vec2 uv = tc + (p/len)*cos(len*12.0-time*4.0)*0.02;
  13. gl_FragColor = texture2D(texture,uv);
  14. }