Files
dotfiles/config/hypr/shaders/waves.glsl
T

19 lines
414 B
GLSL

#version 300 es
precision highp float;
in vec2 v_texcoord;
uniform sampler2D tex;
uniform float time;
out vec4 fragColor;
void main() {
vec2 uv = v_texcoord;
// Drei überlagerte Wellen für natürlicheren Effekt
uv.y += sin(uv.x * 8.0 + time * 1.5) * 0.012;
uv.y += sin(uv.x * 14.0 - time * 2.0) * 0.006;
uv.x += sin(uv.y * 10.0 + time * 1.0) * 0.008;
fragColor = texture(tex, uv);
}