diff options
Diffstat (limited to 'Studio/Content/Effect Library/Distortion Ripple.effect')
-rw-r--r-- | Studio/Content/Effect Library/Distortion Ripple.effect | 50 |
1 files changed, 0 insertions, 50 deletions
diff --git a/Studio/Content/Effect Library/Distortion Ripple.effect b/Studio/Content/Effect Library/Distortion Ripple.effect deleted file mode 100644 index 0929be16..00000000 --- a/Studio/Content/Effect Library/Distortion Ripple.effect +++ /dev/null @@ -1,50 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<Effect> - <MetaData> - <!--Distorts the image in a ripple way.--> - <Property name="radius" formalName="Radius" min="0" max="100" default="100.0" description="Adjusts the spread between ripples."/> - <Property name="center" formalName="Center" type="Float2" default="0.5 0.5" description="Adjusts the focus point of the distortion."/> - <Property name="ripples" formalName="Wave Width" min="2" max="100" default="95.0" description="Adjusts the number of ripples."/> - <Property name="height" formalName="Wave Height" min="0" max="100" default="25.0" description="Adjusts the distortion amount."/> - <Property name="phase" formalName="Ripple Phase" default="0.0" description="The offset of each wave. Animate this\nproperty to see the waves move."/> - </MetaData> - <Shaders> - <Shared> -varying vec2 center_vec; -float PI2 = radians(360.0); - </Shared> - <Shader> - <VertexShader> -void vert () -{ - center_vec = TexCoord - center; - //Multiply by x/y ratio so we see a sphere on the screen - //instead of an ellipse. - center_vec.y *= Texture0Info.y / Texture0Info.x; -} - </VertexShader> - <FragmentShader> -<![CDATA[ -void frag() -{ - float dist_to_center = length(center_vec) * 100.0 / radius;; - - vec2 texc; - if(dist_to_center > 1.0) { - texc = TexCoord; - } else { - float r = PI2 * (1.0 - dist_to_center); - float distortion = sin(r * (100.0-ripples) + radians(phase)); - texc = TexCoord - ( TexCoord - center ) * distortion * height / 800.0; - } - - if ( texc.x < 0.0 || texc.x > 1.0 || texc.y < 0.0 || texc.y > 1.0 ) - gl_FragColor = vec4(0.0); - else - colorOutput(texture2D_0(texc)); -} -]]> - </FragmentShader> - </Shader> - </Shaders> -</Effect> |