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Water Waves Attenuation 3D

shader-learning 自学第 3 课:Water Waves Attenuation 3D

实时渲染 · 纹理 GLSL

第 3 课:Water Waves Attenuation 3D

实现

uniform float iTime;
uniform sampler2D iChannel0;

const float PI = 3.14;
const float frequency = 10.0;
const float amplitude = 0.25;
const float speed = -2.0;
const float maxDistance = 0.5;

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 MaxDist = 0.5;
  float A_attenuated = amplitude * clamp((1.0 - dist/MaxDist),0.0, 1.0);
  float distortion = A_attenuated * sin(dist * 2.0 * PI * frequency + speed * iTime);
  vec3 color = texture(iChannel0, uv + distortion).rgb;
  FragColor = vec4(color, 1.0);
}