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4 years ago
Shader "QO/Effect/Ripple" {
Properties {
_tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {}
_tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {}
_time ("_time : time rate", Range(0,1)) = 0
_pow ("_pow : screen wave power", Float) = 2
_w ("_w : ripple wave width", Float) = 1.5
_h ("_h : ripple wave height", Float) = 5
_speed ("_speed : ripple wave speed", Float) = 2
}
SubShader {
LOD 200
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
Pass {
Tags { "QUEUE"="Transparent" "RenderType"="Transparent" }
Blend SrcAlpha OneMinusSrcAlpha
Program "vp" {
SubProgram "gles " {
"!!GLES
#ifdef VERTEX
varying mediump vec2 xlv_TEXCOORD0;
varying lowp vec4 xlv_COLOR0;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
mediump vec2 tmpvar_1;
highp vec2 tmpvar_2;
tmpvar_2 = _glesMultiTexCoord0.xy;
tmpvar_1 = tmpvar_2;
gl_Position = (glstate_matrix_mvp * _glesVertex);
xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0);
xlv_TEXCOORD0 = tmpvar_1;
}
#endif
#ifdef FRAGMENT
varying mediump vec2 xlv_TEXCOORD0;
uniform mediump float _speed;
uniform mediump float _w;
uniform mediump float _h;
uniform mediump float _pow;
uniform mediump float _time;
uniform sampler2D _tex1;
uniform sampler2D _tex0;
void main ()
{
lowp float check2_1;
lowp float check1_2;
mediump vec2 tmpvar_3;
tmpvar_3.x = (xlv_TEXCOORD0.x - 0.5);
tmpvar_3.y = ((xlv_TEXCOORD0.y - 0.5) * 0.5625);
mediump float tmpvar_4;
tmpvar_4 = (_time * _speed);
mediump float tmpvar_5;
tmpvar_5 = sqrt(dot (tmpvar_3, tmpvar_3));
mediump float tmpvar_6;
tmpvar_6 = (tmpvar_4 - (_w * 0.01));
mediump float tmpvar_7;
tmpvar_7 = ((_time - 0.25) * _speed);
mediump float tmpvar_8;
tmpvar_8 = sqrt(dot (tmpvar_3, tmpvar_3));
mediump float tmpvar_9;
tmpvar_9 = (tmpvar_7 - (_w * 0.01));
mediump float tmpvar_10;
tmpvar_10 = ((_time - 0.5) * _speed);
mediump float tmpvar_11;
tmpvar_11 = sqrt(dot (tmpvar_3, tmpvar_3));
mediump float tmpvar_12;
tmpvar_12 = (tmpvar_10 - (_w * 0.01));
mediump float tmpvar_13;
tmpvar_13 = ((_time - 0.75) * _speed);
mediump float tmpvar_14;
tmpvar_14 = sqrt(dot (tmpvar_3, tmpvar_3));
mediump float tmpvar_15;
tmpvar_15 = (tmpvar_13 - (_w * 0.01));
mediump float tmpvar_16;
tmpvar_16 = (1.0 - _time);
mediump vec2 tmpvar_17;
tmpvar_17 = ((((((tmpvar_3 * ((sin((((tmpvar_4 - tmpvar_5) / (tmpvar_4 - tmpvar_6)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_5 - tmpvar_6) >= 0.0)) + float(((tmpvar_4 - tmpvar_5) >= 0.0))) >= 2.0))) + ((tmpvar_3 * ((sin((((tmpvar_7 - tmpvar_8) / (tmpvar_7 - tmpvar_9)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_8 - tmpvar_9) >= 0.0)) + float(((tmpvar_7 - tmpvar_8) >= 0.0))) >= 2.0)))) + ((tmpvar_3 * ((sin((((tmpvar_10 - tmpvar_11) / (tmpvar_10 - tmpvar_12)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_11 - tmpvar_12) >= 0.0)) + float(((tmpvar_10 - tmpvar_11) >= 0.0))) >= 2.0)))) + ((tmpvar_3 * ((sin((((tmpvar_13 - tmpvar_14) / (tmpvar_13 - tmpvar_15)) * 3.14159)) * _h) * 0.02)) * float(((float(((tmpvar_14 - tmpvar_15) >= 0.0)) + float(((tmpvar_13 - tmpvar_14) >= 0.0))) >= 2.0)))) * tmpvar_16);
mediump vec2 tmpvar_18;
tmpvar_18 = (xlv_TEXCOORD0 + (((tmpvar_3 * (sin((50.2654 * (sqrt(dot (tmpvar_3, tmpvar_3)) * _time))) * (_pow * 0.01))) * tmpvar_16) + tmpvar_17));
mediump float tmpvar_19;
tmpvar_19 = float((-0.01 >= (xlv_TEXCOORD0.y + tmpvar_17.y)));
check1_2 = tmpvar_19;
mediump float tmpvar_20;
tmpvar_20 = float((-0.01 >= (1.0 - (xlv_TEXCOORD0.y + tmpvar_17.y))));
check2_1 = tmpvar_20;
lowp float tmpvar_21;
tmpvar_21 = float((0.0 >= (check1_2 + check2_1)));
lowp vec4 tmpvar_22;
tmpvar_22 = texture2D (_tex0, tmpvar_18);
mediump vec4 tmpvar_23;
tmpvar_23.xyz = tmpvar_22.xyz;
tmpvar_23.w = (1.0 - _time);
lowp vec4 tmpvar_24;
tmpvar_24 = texture2D (_tex1, tmpvar_18);
mediump vec4 tmpvar_25;
tmpvar_25.xyz = tmpvar_24.xyz;
tmpvar_25.w = (1.0 - tmpvar_23.w);
mediump vec4 tmpvar_26;
tmpvar_26.xyz = (((tmpvar_23.xyz * tmpvar_23.w) + (tmpvar_25.xyz * tmpvar_25.w)) * tmpvar_21);
tmpvar_26.w = (tmpvar_23.w + tmpvar_25.w);
gl_FragData[0] = tmpvar_26;
}
#endif"
}
}
Program "fp" {
SubProgram "gles " {
"!!GLES"
}
}
}
}
Fallback "VertexLit"
}