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crystall-punk-14/Resources/Textures/_CP14/Shaders/wave.swsl
2024-08-05 16:48:22 +03:00

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preset raw;
varying highp vec2 Pos;
varying highp vec4 VtxModulate;
uniform highp float Speed;
uniform highp float Dis;
uniform highp float Offset;
void fragment() {
// Re-create base mvp
COLOR = zTexture(UV) * VtxModulate;
}
void vertex() {
vec2 pos = aPos;
pos.x += sin(TIME * Speed + Offset) * Dis * (UV2.y - 1.0);
VERTEX = apply_mvp(pos);
Pos = (VERTEX + 1.0) / 2.0;
UV = mix(modifyUV.xy, modifyUV.zw, tCoord);
UV2 = tCoord2;
VtxModulate = zFromSrgb(modulate);
}