33 lines
816 B
GLSL
33 lines
816 B
GLSL
#version 330
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform float progress;
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in vec2 vsoTexCoord;
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out vec4 fragColor;
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// Fonction de déformation
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vec2 deform(float it) {
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vec2 center = vec2(0.5);
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vec2 offset = vsoTexCoord - center;
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// Torsion
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float angle = offset.y * it * radians(180) * 2;
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float cosTheta = cos(angle);
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float sinTheta = sin(angle);
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vec2 twistedOffset = vec2(cosTheta * offset.x - sinTheta * offset.y, sinTheta * offset.x + cosTheta * offset.y);
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// Vague
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float wave = sin(twistedOffset.y * 20);
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vec2 deformedUV = twistedOffset + vec2(wave * it, 0);
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return center + deformedUV;
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}
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void main() {
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vec4 color1 = texture(tex0, deform(progress));
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vec4 color2 = texture(tex1, deform(1. - progress));
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fragColor = mix(color1, color2, smoothstep(0., 1., progress));
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}
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