ui.fs 779 B

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  1. #version 120
  2. uniform sampler2D diffuse;
  3. uniform sampler2D random;
  4. uniform float time;
  5. uniform float glitch;
  6. varying vec2 fTexcoord;
  7. varying vec4 fColor;
  8. void main() {
  9. vec4 albedo = texture2D(diffuse, fTexcoord) * fColor;
  10. vec4 glitch_off = texture2D(random, fTexcoord + albedo.rg * vec2(0, time / 200));
  11. vec4 glitch_col = texture2D(random, fTexcoord + glitch_off.yz + vec2(0, time / 200));
  12. vec4 galbedo = texture2D(diffuse, fTexcoord + glitch_off.xy * vec2(0.05, 0.025)) * fColor;
  13. vec3 gfinal = mix(galbedo.rgb, glitch_col.rgb, 0.30) * glitch_col.rgb * glitch_col.rgb;
  14. float galpha = mix(galbedo.a, glitch_col.a, 0.15);
  15. gl_FragColor.rgb = mix(albedo.rgb, gfinal, glitch);
  16. gl_FragColor.a = mix(albedo.a, galpha, glitch);
  17. }