35 lines
1.3 KiB
GLSL
35 lines
1.3 KiB
GLSL
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/* Vertical scale, larger values will amplify output */
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#define VSCALE 450
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/* Rendering direction, either -1 (outwards) or 1 (inwards). */
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#define DIRECTION 1
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/* Smoothing factor, in normalized width */
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#define SMOOTH 0.008
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/* The `RCOL_OFF`, `LCOL_OFF` AND `LSTEP` definitions are used to calculate
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the `COLOR` macro definition for output. You can remove all these values
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any simply define the `COLOR` macro yourself. */
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/* right color offset */
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#define RCOL_OFF (gl_FragCoord.x / 3000)
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/* left color offset */
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#define LCOL_OFF ((screen.x - gl_FragCoord.x) / 3000)
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/* vertical color step */
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#define LSTEP (pos / 170)
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/* actual color definition */
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#define COLOR vec4((0.3 + RCOL_OFF) + LSTEP, 0.6 - LSTEP, (0.3 + LCOL_OFF) + LSTEP, 1)
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/* outline color */
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#define OUTLINE vec4(0.15, 0.15, 0.15, 1)
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/* 1 to invert (vertically), 0 otherwise */
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#define INVERT 0
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/* How many frames to queue and run through the average function */
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#request setavgframes 6
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/* Whether to window frames ran through the average function (new & old frames
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are weighted less). This massively helps smoothing out spikes in the animation */
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#request setavgwindow true
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/* Gravity step, higher values means faster drops. The step is applied in a rate
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independant method like so:
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val -= (gravitystep) * (seconds per update) */
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#request setgravitystep 5.2
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