27 lines
686 B
GLSL
27 lines
686 B
GLSL
/*
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* SPDX-FileCopyrightText: syuilo and misskey-project
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* SPDX-License-Identifier: AGPL-3.0-only
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*/
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#version 300 es
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precision mediump float;
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in vec2 in_uv;
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uniform sampler2D in_texture;
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uniform vec2 in_resolution;
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uniform float u_phase;
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uniform float u_frequency;
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uniform float u_strength;
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uniform int u_direction; // 0: vertical, 1: horizontal
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out vec4 out_color;
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void main() {
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float v = u_direction == 0 ?
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sin(u_phase + in_uv.y * u_frequency) * u_strength :
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sin(u_phase + in_uv.x * u_frequency) * u_strength;
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vec4 in_color = u_direction == 0 ?
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texture(in_texture, vec2(in_uv.x + v, in_uv.y)) :
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texture(in_texture, vec2(in_uv.x, in_uv.y + v));
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out_color = in_color;
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}
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