#version 120 uniform sampler2D imageIn; #define MAX_POSITIONS 100 uniform vec3 positions[MAX_POSITIONS]; uniform int positionCount; uniform float osg_SimulationTime; uniform vec2 offset; #include "lib/water/ripples.glsl" void main() { vec2 uv = (gl_FragCoord.xy + offset) / @rippleMapSize; vec4 color = texture2D(imageIn, uv); float wavesizeMultiplier = getTemporalWaveSizeMultiplier(osg_SimulationTime); for (int i = 0; i < positionCount; ++i) { float wavesize = wavesizeMultiplier * positions[i].z; float displace = clamp(0.2 * abs(length((positions[i].xy + offset) - gl_FragCoord.xy) / wavesize - 1.0) + 0.8, 0.0, 1.0); color.rg = mix(vec2(-1.0), color.rg, displace); } gl_FragColor = color; }