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// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
#version 440
layout(location = 0) in vec2 qt_TexCoord0;
layout(location = 0) out vec4 fragColor;
layout(binding = 1) uniform sampler2D source;
layout(std140, binding = 0) uniform buf {
mat4 qt_Matrix;
float qt_Opacity;
float amplitude;
float frequency;
float time;
};
void main()
{
vec2 p = sin(time + frequency * qt_TexCoord0);
fragColor = texture(source, qt_TexCoord0 + amplitude * vec2(p.y, -p.x)) * qt_Opacity;
}
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