mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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44 lines
1.9 KiB
HLSL
44 lines
1.9 KiB
HLSL
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "./postFx.hlsl"
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uniform float accumTime;
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uniform float2 projectionOffset;
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uniform float4 targetViewport;
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TORQUE_UNIFORM_SAMPLER2D(inputTex, 0);
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float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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{
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float speed = 2.0;
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float distortion = 6.0;
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float y = IN.uv0.y + (cos((IN.uv0.y+projectionOffset.y) * distortion + accumTime * speed) * 0.01);
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float x = IN.uv0.x + (sin((IN.uv0.x+projectionOffset.x) * distortion + accumTime * speed) * 0.01);
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// Clamp the calculated uv values to be within the target's viewport
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y = clamp(y, targetViewport.y, targetViewport.w);
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x = clamp(x, targetViewport.x, targetViewport.z);
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return TORQUE_TEX2D(inputTex, float2(x, y));
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}
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