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- Jan 2, 2020
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Power beam shader. Just a simple world-overtaking-power beam.
It uses 5 LOC to create the actual visual effect. Look into the glsl file and play around with it.
powerbeam.cxs
shader.glsl
It uses 5 LOC to create the actual visual effect. Look into the glsl file and play around with it.
powerbeam.cxs
Cerberus:
Import mojo2
Function Main()
New MyApp
End
Class MyApp Extends App
Field sourceImage : Image
Field targetImage : Image
Field canvas : Canvas
Field effect : ShaderEffect
Field value : Float
Field timer:Float = 0
Method OnCreate()
sourceImage = Image.Load("graphics2.png",0,0,0)
targetImage = New Image(sourceImage.Width,sourceImage.Height)
effect = New ShaderEffect
canvas = New Canvas
SetUpdateRate 0
End
Method OnUpdate:Int()
timer = Millisecs()/2000.0
' timer = MouseX()/100.0
Return 0
End
Method OnRender()
canvas.Clear 0, 0.5, 1, 1
effect.SetValue value
value = value + 0.01
effect.SetValue timer
effect.Render sourceImage, sourceImage,targetImage
canvas.DrawRect 0,0, 256*1,256*1,targetImage,0,0,256,256
canvas.Flush
End
End
Class myShader Extends Shader
Method New()
Build(LoadString("shader.glsl"))
End
Method OnInitMaterial:Void(material:Material)
material.SetTexture "ColorTexture",Texture.White()
material.SetScalar "Timer",1
End
Function Instance:myShader()
If Not _instance _instance=New myShader
Return _instance
End
Private
Global _instance:myShader
End
Class ShaderEffect
Private
Global _canvas:Canvas
Field _material:Material
Method New()
If Not _canvas _canvas=New Canvas
_material=New Material( myShader.Instance() )
End
Method SetValue:Void( value:Float )
_material.SetScalar "Timer",value
End
Method Render:Void(source:Image,source2:Image,target:Image)
_material.SetTexture "ColorTexture",source.Material.ColorTexture
_canvas.Clear 0, 0, 0, 0
_canvas.SetRenderTarget target
_canvas.SetViewport 0,0,target.Width,target.Height
_canvas.SetProjection2d 0,target.Width,0,target.Height
_canvas.DrawRect 0,0,target.Width,target.Height,_material
_canvas.Flush
End
End
shader.glsl
Code:
uniform sampler2D ColorTexture;
uniform float Timer;
void shader(){
// -------------------------------------------------------------------------------------------------
// Get coordinate
vec2 uv=(b3d_ClipPosition.st/b3d_ClipPosition.w)*0.5+0.5 ;
// y = mod(x,0.5); // return x modulo of 0.5
// y = fract(x); // return only the fraction part of a number
// Draw power beam
float bg = (cos(uv.x * 3.14159 * 2.0) + sin((uv.y) * 3.14159)) * 0.016 ;
vec2 p = (uv * 2.0 - 1.0) * 150.0 ;
vec2 ss = vec2(p.x, p.y + 5.0 * sin(uv.x * 1000.0 - Timer * 2.0 + cos(Timer * 7.0) ) + 2.0 * cos(uv.x * 24.0 + Timer * 4.0)) ;
ss.y = ss.y * (uv.x * 2.0 + 0.04) * (2.0 - uv.x + 2.0 + 0.04) * 10.0;
vec3 c = pow(vec3(abs(ss.y)), vec3(-0.4)) * vec3(0.3,1.0,0.4) ;
b3d_FragColor = vec4(c,1.0) ;
// -------------------------------------------------------------------------------------------------
}
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