GalaxySugar Posted January 30, 2023 Share Posted January 30, 2023 Recently, the moonstorm has inspired me into researching and creating shaders but I can't wrap my head around them... Currently I've managed to cobble together this basic PixelShader #ifdef GL_ES precision mediump float; #endif uniform sampler2D SAMPLER[1]; varying vec2 PS_TEXCOORD; varying vec4 PS_COLOUR; uniform vec2 ALPHA_RANGE; uniform vec4 IMAGE_PARAMS; ////PARAMETERS #define TIME IMAGE_PARAMS.x #define OSCILLATION IMAGE_PARAMS.y //How much our wave dips and rises #define FREQUENCY IMAGE_PARAMS.z //How often we wave #define VELOCITY IMAGE_PARAMS.w //How quickly we wave void main() { float SineTest = (sin(FREQUENCY*PS_TEXCOORD.y - TIME*VELOCITY)) * OSCILLATION; vec2 Test = vec2(PS_TEXCOORD.x, PS_TEXCOORD.y + SineTest); vec4 colour = texture2D( SAMPLER[0], Test); colour.rgba *= PS_COLOUR.rgba; gl_FragColor = colour; } Which results in a lovely wave effect from the top down on the widget I'm using it on! Its also not what I need for a future idea... I've looked at the moonstorm shader to figure out how it scrolls its dust textures across the screen / creates the circle you can see the player in, but I can't seem to figure it out. Any ideas? Link to comment https://forums.kleientertainment.com/forums/topic/145839-custom-shader-help/ Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now