#VERTEX_SHADER Vertex vert(Vertex v) { //v.xy += vec2(50 * sin(jin_Time.x * 2), 50 * cos(jin_Time.x * 2)); return v; } #END_VERTEX_SHADER #FRAGMENT_SHADER Color frag(Color col, Texture tex, Vertex v) { float t = jin_Time.x; t = 0.02; float a = abs(sin(t)) * 3.14; vec2 p = vec2(0.5*cos(a) + 0.5, 0.5*sin(a) + 0.5); vec2 dir = v.uv - p; float d = .7 * length(dir); normalize(dir); vec2 value = d * dir * 200 * abs(sin(t * 3)); vec4 c1 = texel(tex, v.uv - value / jin_RenderTargetSize.x); vec4 c2 = texel(tex, v.uv); vec4 c3 = texel(tex, v.uv + value / jin_RenderTargetSize.y); return vec4(c1.r, c2.g, c3.b, c1.a + c2.a + c3.b); } #END_FRAGMENT_SHADER