// Copyright 2020 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. //go:build ignore package main var Time float var Cursor vec2 var ScreenSize vec2 func Fragment(position vec4, texCoord vec2, color vec4) vec4 { srcOrigin, srcSize := imageSrcRegionOnTexture() pos := (texCoord - srcOrigin) / srcSize pos *= ScreenSize border := ScreenSize.y*0.6 + 4*cos(Time*3+pos.y/10) if pos.y < border { return imageSrc2UnsafeAt(texCoord) } // Convert a pixel to a texel by dividing by the texture size. // TODO: This is confusing. Add a function to treat pixels (#1431). srcTexSize := imageSrcTextureSize() xoffset := (4 / srcTexSize.x) * cos(Time*3+pos.y/10) yoffset := (20 / srcTexSize.y) * (1 + cos(Time*3+pos.y/40)) bordertex := border / srcTexSize.y clr := imageSrc2At(vec2( texCoord.x+xoffset, -(texCoord.y+yoffset-srcOrigin.y)+bordertex*2+srcOrigin.y, )).rgb overlay := vec3(0.5, 1, 1) return vec4(mix(clr, overlay, 0.25), 1) }