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" }