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It is implemented as a post-processing effect. The hack for the projection transform matrix has been removed, because now the image is flipped upside down in the post-processing stage.
40 lines
1.2 KiB
GLSL
40 lines
1.2 KiB
GLSL
/* Copyright (C) 2023 kichikuou <KichikuouChrome@gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://gnu.org/licenses/>.
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*/
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uniform sampler2D tex;
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uniform float amp;
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uniform float t;
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const float PI = 3.14159265;
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in vec2 tex_coord;
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out vec4 frag_color;
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vec4 sample(float offset_x) {
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return texture(tex, vec2(tex_coord.x + offset_x, tex_coord.y));
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}
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void main() {
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float a = amp * cos((tex_coord.y + fract(t / 8.0)) * 16.0 * PI);
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float p1 = 6.0 * tex_coord.y + 1.5;
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float p2 = 4.0 * tex_coord.y + 2.0;
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float offset1 = cos(p1 * 2.0 * PI) * a;
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float offset2 = cos(p2 * 2.0 * PI) * a;
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frag_color = mix(sample(offset1), sample(offset2), 0.5);
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}
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