第 1 课:Water Distortion 3D
实现
uniform vec2 iResolution;
uniform float iTime;
uniform sampler2D iChannel0;
const float PI = 3.14;
const float frequency = 5.0;
const float amplitude = 0.1;
const float speed = 1.0;
in vec2 vUv;
out vec4 FragColor;
void main() {
vec2 uv = vUv;
float distortion = amplitude * sin(uv.x * 2.0 * PI * frequency + speed * iTime);
vec3 color = texture(iChannel0, uv + vec2(0.0, distortion)).rgb;
FragColor = vec4(color, 1.0);
}