uniform sampler2D sceneTex; uniform float displayWidth; uniform float displayHeight; uniform float time; varying vec2 pos; #define DEG2RAD (6.2832/360.0) // Converts pixel coordinates to texture coordinates vec2 pix2tex(vec2 pix) { return vec2(pix.x / displayWidth, 1.0 - pix.y / displayHeight); } float wave(vec2 pos, vec2 wave_dir, float wave_length, float wave_speed) { return sin(((pos.x * wave_dir.x) + (pos.y * wave_dir.y)) * 6.2832 / wave_length + time * wave_speed * 6.2832 / wave_length); } vec2 displacement(float wave_angle, float wave_length, float wave_speed, float wave_height) { vec2 wave_dir = vec2(cos(wave_angle * DEG2RAD), sin(wave_angle * DEG2RAD)); return wave_dir * (wave(pos, wave_dir, wave_length, wave_speed) * wave_height); } // Only for debugging float wave_color(float wave_angle, float wave_length, float wave_speed, float wave_height) { vec2 wave_dir = vec2(cos(wave_angle * DEG2RAD), sin(wave_angle * DEG2RAD)); return wave(pos, wave_dir, wave_length, wave_speed) * 0.5 + 0.5; } void main() { vec2 texpos = pos; texpos += displacement( 20.0, 250.0, 120.0, 4.0); texpos += displacement(-40.0, 350.0, 100.0, 4.0); texpos += displacement(240.0, 1000.0, 100.0, 12.0); texpos += displacement(160.0, 50.0, 30.0, 2.0); vec3 tex = texture2D(sceneTex, pix2tex(texpos)).rgb; //tex.r = wave_color( 20, 250, 150, 4); // debug gl_FragColor = vec4(tex, 1.0); }