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distort.frag
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Created
Tue, May 14, 22:03

distort.frag

uniform sampler2D vizpp_InputTex;
uniform float osg_FrameTime;
uniform float speed;
uniform float scale;
uniform float density;
void main()
{
vec2 uv = gl_TexCoord[0].xy;
//bumpUV.y = fract(bumpUV.y - osg_FrameTime*0.1);
vec2 dt;
dt.x = sin(speed*osg_FrameTime+uv.y*density)*0.001*scale;
dt.y = cos(0.7+0.7*speed*osg_FrameTime+uv.x*density)*0.001*scale;
gl_FragColor = texture2D(vizpp_InputTex,uv+dt);
}

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