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//go:build ignore
//kage:unit pixels
package main
var Time float
var NoiseOffset float
const noiseX = 80.0
const noiseY = 100.0
const colorOffsetIntensity = 1.2
func rand(co vec2) float {
return fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453)
}
func Fragment(dstPos vec4, srcPos vec2, color vec4) vec4 {
col := vec4(0)
uv := srcPos / imageSrc0Size()
uv.x = uv.x + (rand(vec2(Time,srcPos.y)) - 0.5) / (noiseX);
uv.y = uv.y + (rand(vec2(Time))-0.5) / (noiseY)
whiteNoise := rand(vec2(floor(uv.y*80.0),floor(uv.x*50.0))+vec2(Time,0))
off := 1.0 - mod(uv.y - NoiseOffset / 7, 1)
if (whiteNoise > 11.5-30.0*(off)) || whiteNoise < 1.5-2.0*(off) {
// Sample the texture.
offsetR := vec2(0.006 * sin(Time), 0.0) * colorOffsetIntensity
offsetG := vec2(0.0073 * (cos(Time * 0.97)), 0.0) * colorOffsetIntensity
r := imageSrc0UnsafeAt((uv+offsetR) * imageSrc0Size()).r
g := imageSrc0UnsafeAt((uv+offsetG) * imageSrc0Size()).g
b := imageSrc0UnsafeAt(uv * imageSrc0Size()).b
return vec4(r, g, b, 1.0)
} else {
col = imageSrc2UnsafeAt(uv * imageSrc0Size())
return col + vec4(0.8)
}
}
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