stuff
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varying vec4 v_TexCoord;
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varying vec2 v_Scroll;
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uniform sampler2D g_Texture0; // {"material":"Framebuffer","hidden":true}
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uniform sampler2D g_Texture1; // {"material":"Water normal"}
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uniform sampler2D g_Texture2; // {"material":"Mask","mode":"opacitymask","default":"util/white"}
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uniform float g_Strength; // {"material":"Ripple strength","default":0.1,"range":[0,1]}
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varying vec4 v_TexCoordRipple;
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void main() {
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vec2 texCoord = v_TexCoord.xy;
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float mask = texSample2D(g_Texture2, v_TexCoord.zw).r;
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vec3 n1 = texSample2D(g_Texture1, v_TexCoordRipple.xy).xyz * 2 - 1;
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vec3 n2 = texSample2D(g_Texture1, v_TexCoordRipple.zw).xyz * 2 - 1;
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vec3 normal = normalize(vec3(n1.xy + n2.xy, n1.z));
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texCoord.xy += normal.xy * g_Strength * g_Strength * mask;
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gl_FragColor = texSample2D(g_Texture0, texCoord);
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}
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@@ -0,0 +1,45 @@
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform float g_Time;
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uniform vec4 g_Texture0Resolution;
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uniform vec4 g_Texture2Resolution;
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uniform float g_AnimationSpeed; // {"material":"Animation speed","default":0.15,"range":[0,0.5]}
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uniform float g_Scale; // {"material":"Ripple scale","default":1,"range":[0,10]}
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uniform float g_ScrollSpeed; // {"material":"Scroll speed","default":0,"range":[0,0.5]}
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uniform float g_Direction; // {"material":"Scroll direction","default":0,"range":[0,6.28]}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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varying vec4 v_TexCoordRipple;
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vec2 rotateVec2(vec2 v, float r) {
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vec2 cs = vec2(cos(r), sin(r));
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return vec2(v.x * cs.x - v.y * cs.y,
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v.x * cs.y + v.y * cs.x);
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}
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord.xy = a_TexCoord;
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float piFrac = 0.78539816339744830961566084581988 * 0.5;
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float pi = 3.141;
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vec2 coordsRotated = v_TexCoord.xy;
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vec2 coordsRotated2 = v_TexCoord.xy * 1.333;
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vec2 scroll = rotateVec2(vec2(0, -1), g_Direction) * g_ScrollSpeed * g_ScrollSpeed * g_Time;
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v_TexCoordRipple.xy = coordsRotated + g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
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v_TexCoordRipple.zw = coordsRotated2 - g_Time * g_AnimationSpeed * g_AnimationSpeed + scroll;
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v_TexCoordRipple *= g_Scale;
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float rippleTextureAdjustment = (g_Texture0Resolution.x / g_Texture0Resolution.y);
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v_TexCoordRipple.xz *= rippleTextureAdjustment;
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
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v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
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}
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