Created
March 12, 2015 20:13
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// GLSL | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
vec2 uv = fragCoord.xy / iResolution.xy; | |
vec2 med = vec2(0.5,0.5);//(uv*0.5) - 1.0; | |
vec2 disVec = med-uv; | |
float l = disVec.x*disVec.x + disVec.y*disVec.y; //length(disVec); | |
float ll = 1.0 - l*l*4.0; | |
vec2 dist = med - disVec*ll; | |
fragColor = texture2D(iChannel0, dist); | |
} | |
// Godot shader | |
uniform float factor = 2.0; | |
vec2 dir = vec2(0.5,0.5) - UV; | |
float l = dir.x*dir.x + dir.y*dir.y; | |
float r = 1.0 - l*l*factor; | |
COLOR.rgb = texscreen(vec2(0.5,0.5)-dir*r); | |
// Other GLSL experiment | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
vec2 uv = fragCoord.xy / iResolution.xy; | |
float f = mod(iGlobalTime,1.0); | |
vec4 cor = texture2D(iChannel0, uv); | |
vec4 red = vec4(f*f, 0.0, 0.0, 1.0); | |
fragColor = cor+red; |
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