wobble.fsh 465 B

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  1. #ifdef GL_ES
  2. precision mediump float;
  3. #else
  4. # define lowp
  5. # define mediump
  6. # define highp
  7. #endif // GL_ES
  8. uniform lowp float qt_Opacity;
  9. uniform highp float amplitude;
  10. uniform highp float frequency;
  11. uniform highp float time;
  12. uniform sampler2D source;
  13. varying highp vec2 qt_TexCoord0;
  14. void main()
  15. {
  16. highp vec2 p = sin(time + frequency * qt_TexCoord0);
  17. gl_FragColor = texture2D(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;
  18. }