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* added Type Jam puzzle app for review * pr round 2 prep * updated ci scripts for varfont_shader_puzzle * resolved unused and minor variable naming issues * rotator tiles row and col are final vars now * removed unused import and print from production * made constructors const where needed * pages_flow export refactored to directly come from that file * removed old api commented out section from FragmentShaded * updated pubspec yaml to correct project name * dart min version updated; removed unnecessary commented out dependencies from pubspec.yaml * updated pubspec.yaml min flutter version to ensure FragmentShader support * added/edited comments for explanation, esp on var fonts; removed obsolete comments * trailing newline added to pubspec.yaml eof
36 lines
1.1 KiB
GLSL
36 lines
1.1 KiB
GLSL
// Copyright 2023 The Flutter team. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#define PI 3.1415926538
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layout(location = 0) uniform float uTime;
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layout(location = 1) uniform vec2 uSize;
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layout(location = 3) uniform float uDampener;
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layout(location = 0) out vec4 fragColor;
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layout(location = 2) uniform sampler2D uTexture;
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void main()
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{
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float piTime = uTime * PI * 2;
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vec2 texCoord = gl_FragCoord.xy / uSize.xy;
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float levels = 5;
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float maxMag = 0.1;
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float minMag = 0.02;
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float magMod = maxMag / levels;
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float row = floor(texCoord.y * uSize.y * 0.25); // resolution/density of rows
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float offsetDir = mod(row, 2) == 0 ? -1 : 1;
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float sinFn = cos(texCoord.y * 1 * PI + piTime);
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float offset = (offsetDir * (minMag + maxMag * sinFn)) * uDampener;
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vec2 offsetTexCoord = vec2(texCoord.x + offset, texCoord.y);
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vec4 outColor = texture(uTexture, offsetTexCoord);
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if (texCoord.x + offset < 0.0 || texCoord.x + offset > 1.0) {
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outColor = vec4(0.0, 0.0, 0.0, 0.0);
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}
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fragColor = outColor;
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}
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