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			33 lines
		
	
	
	
		
			901 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			33 lines
		
	
	
	
		
			901 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 120
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uniform sampler2D imageIn;
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#include "lib/water/ripples.glsl"
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void main()
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{
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    vec2 uv = gl_FragCoord.xy / @ripple_map_size;
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    float pixelSize = 1.0 / @ripple_map_size;
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    float oneOffset = pixelSize;
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    float oneAndHalfOffset = 1.5 * pixelSize;
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    vec4 n = vec4(
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        texture2D(imageIn, uv + vec2(oneOffset, 0.0)).r,
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        texture2D(imageIn, uv + vec2(-oneOffset, 0.0)).r,
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        texture2D(imageIn, uv + vec2(0.0, oneOffset)).r,
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        texture2D(imageIn, uv + vec2(0.0, -oneOffset)).r
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    );
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    vec4 n2 = vec4(
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        texture2D(imageIn, uv + vec2(oneAndHalfOffset, 0.0)).r,
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        texture2D(imageIn, uv + vec2(-oneAndHalfOffset, 0.0)).r,
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        texture2D(imageIn, uv + vec2(0.0, oneAndHalfOffset)).r,
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        texture2D(imageIn, uv + vec2(0.0, -oneAndHalfOffset)).r
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    );
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    vec4 color = texture2D(imageIn, uv);
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    gl_FragColor = applySprings(color, n, n2);
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}
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