summaryrefslogtreecommitdiffstats
path: root/Studio/Content/Effect Library/Distortion Ripple.effect
diff options
context:
space:
mode:
Diffstat (limited to 'Studio/Content/Effect Library/Distortion Ripple.effect')
-rw-r--r--Studio/Content/Effect Library/Distortion Ripple.effect50
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>