+++ /dev/null
-out vec4 FragColor;
-
-uniform sampler2D uTexMain;
-uniform sampler2D uTexDudv;
-uniform vec2 uInvRes;
-uniform float uTime;
-
-in vec2 aUv;
-
-void main()
-{
- vec2 ssuv = gl_FragCoord.xy*uInvRes;
- vec4 dudva = texture( uTexDudv, aUv + vec2(uTime*0.04f,uTime*0.03f) );
- vec4 dudvb = texture( uTexDudv, aUv - vec2(uTime*0.1,uTime*0.054) );
-
- vec2 distortamt = (dudva.rg-0.5) * (dudvb.ba-0.5) * 2.0;
-
- vec4 reflected = texture( uTexMain, ssuv+distortamt );
- FragColor = vec4(reflected.rgb*1.0,reflected.a);
-}