抖动效果
uniform float Time;
void main (void) {
float duration = 0.7;
float maxScale = 1.1;
float offset = 0.02;
float progress = mod(Time, duration) / duration; // 0~1
vec2 offsetCoords = vec2(offset, offset) * progress;
float scale = 1.0 + (maxScale - 1.0) * progress;
vec2 ScaleTextureCoords = vec2(0.5, 0.5) + (TextureCoordsVarying - vec2(0.5, 0.5)) / scale;
vec4 maskR = texture2D(Texture, ScaleTextureCoords + offsetCoords);
vec4 maskB = texture2D(Texture, ScaleTextureCoords - offsetCoords);
vec4 mask = texture2D(Texture, ScaleTextureCoords);
gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
}
灵魂出窍效果
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
void main (void) {
float duration = 0.7;
float maxAlpha = 0.4;
float maxScale = 1.8;
float progress = mod(Time, duration) / duration; // 0~1
float alpha = maxAlpha * (1.0 - progress);
float scale = 1.0 + (maxScale - 1.0) * progress;
float weakX = 0.5 + (TextureCoordsVarying.x - 0.5) / scale;
float weakY = 0.5 + (TextureCoordsVarying.y - 0.5) / scale;
vec2 weakTextureCoords = vec2(weakX, weakY);
vec4 weakMask = texture2D(Texture, weakTextureCoords);
vec4 mask = texture2D(Texture, TextureCoordsVarying);
gl_FragColor = mask * (1.0 - alpha) + weakMask * alpha;
}
毛刺效果
precision highp float;
uniform sampler2D Texture;
varying vec2 TextureCoordsVarying;
uniform float Time;
const float PI = 3.1415926;
float rand(float n) {
return fract(sin(n) * 43758.5453123);
}
void main (void) {
float maxJitter = 0.06;
float duration = 0.3;
float colorROffset = 0.01;
float colorBOffset = -0.025;
float time = mod(Time, duration * 2.0);
float amplitude = max(sin(time * (PI / duration)), 0.0);
float jitter = rand(TextureCoordsVarying.y) * 2.0 - 1.0; // -1~1
bool needOffset = abs(jitter) < maxJitter * amplitude;
float textureX = TextureCoordsVarying.x + (needOffset ? jitter : (jitter * amplitude * 0.006));
vec2 textureCoords = vec2(textureX, TextureCoordsVarying.y);
vec4 mask = texture2D(Texture, textureCoords);
vec4 maskR = texture2D(Texture, textureCoords + vec2(colorROffset * amplitude, 0.0));
vec4 maskB = texture2D(Texture, textureCoords + vec2(colorBOffset * amplitude, 0.0));
gl_FragColor = vec4(maskR.r, mask.g, maskB.b, mask.a);
}
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