#VERTEX_SHADER Vertex vert(Vertex v) { return v; } #END_VERTEX_SHADER #FRAGMENT_SHADER Color frag(Color col, Texture texture, Vertex v) { float of = abs(sin(jin_Time.x / 5)); vec3 p = vec3(v.xy/jin_RenderTargetSize, 0) - of; vec3 o = texture2D(texture,of+(p.xy*=.992)).rbb; for (float i=0.;i<100.;i++) p.z += pow(max(0.,of-length(texture2D(texture,of+(p.xy*=.992)).rg)),2.)*exp(-i*.08); return vec4(o*o+p.z,1); } #END_FRAGMENT_SHADER