46 lines
1.0 KiB
GLSL
46 lines
1.0 KiB
GLSL
#version 450
|
|
|
|
// Name: Water
|
|
// Author: diatribes
|
|
// URL: https://www.shadertoy.com/view/tXjXDy
|
|
|
|
layout(location = 0) in vec2 vUV;
|
|
layout(location = 0) out vec4 FragColor;
|
|
|
|
layout(set = 3, binding = 0) uniform ShadertoyUBO {
|
|
float iTime;
|
|
vec2 iResolution;
|
|
};
|
|
|
|
/*
|
|
-2 by @FabriceNeyret2
|
|
thanks!! :D
|
|
|
|
If it doesn't display correctly, change line "r/r" to "vec3(1)"
|
|
*/
|
|
|
|
void mainImage( out vec4 o, vec2 u ) {
|
|
float s=.002, i=0., n;
|
|
vec3 r = vec3(iResolution.xy, iResolution.x/iResolution.y);
|
|
vec3 p = vec3(0);
|
|
u = (u-r.xy/2.)/r.y-.3;
|
|
|
|
o = vec4(0);
|
|
|
|
for(; i < 32. && s > .001; i++) {
|
|
vec4 term = vec4(5,2,1,0)/max(length(u-.1), 0.001);
|
|
o += min(term, vec4(100.0));
|
|
for (p += vec3(u*s,s), s = 1. + p.y, n =.01; n < 1.; n+=n) {
|
|
s += abs(dot(sin(p.z+iTime+p / n), vec3(1))) * n*.1;
|
|
}
|
|
}
|
|
o = tanh(o/5e2);
|
|
}
|
|
|
|
void main() {
|
|
vec2 fragCoordPixels = vUV * iResolution;
|
|
vec4 outColor;
|
|
mainImage(outColor, fragCoordPixels);
|
|
FragColor = outColor;
|
|
}
|