第 2 课:Circular Wave 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 = -2.0;
in vec2 vUv;
out vec4 FragColor;
void main() {
vec2 uv = vUv;
float dist = sqrt(pow(uv.x - 0.5,2.0) + pow(uv.y - 0.5,2.0));
float distortion = amplitude * sin(dist * 2.0 * PI * frequency + speed * iTime);
vec3 color = texture(iChannel0, uv + distortion).rgb;
FragColor = vec4(color, 1.0);
}