Suckless OGL 1.0.0
A lean, high-performance C11 PBR Renderer
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shockwave.frag File Reference

Functions

 layout (location=0) out vec4 FragColor
 
void main ()
 

Variables

in vec2 vUV
 
in vec2 vScreenUV
 
uniform sampler2D u_grab_tex
 
uniform vec3 u_color
 
uniform float u_progress
 
uniform float u_intensity
 
const float DISTORT_STRENGTH = 0.06
 
const float RING_SHARPNESS = 8.0
 
const float CA_SPREAD_R = 1.0
 
const float CA_SPREAD_G = 1.25
 
const float CA_SPREAD_B = 1.5
 
const float HDR_GLOW_SCALE = 3.0
 
const float GLOW_MIX = 0.25
 

Function Documentation

◆ layout()

layout ( location  = 0)

◆ main()

void main ( )

Variable Documentation

◆ CA_SPREAD_B

const float CA_SPREAD_B = 1.5

◆ CA_SPREAD_G

const float CA_SPREAD_G = 1.25

◆ CA_SPREAD_R

const float CA_SPREAD_R = 1.0

◆ DISTORT_STRENGTH

const float DISTORT_STRENGTH = 0.06

◆ GLOW_MIX

const float GLOW_MIX = 0.25

◆ HDR_GLOW_SCALE

const float HDR_GLOW_SCALE = 3.0

◆ RING_SHARPNESS

const float RING_SHARPNESS = 8.0

◆ u_color

uniform vec3 u_color

◆ u_grab_tex

uniform sampler2D u_grab_tex

◆ u_intensity

uniform float u_intensity

◆ u_progress

uniform float u_progress

◆ vScreenUV

in vec2 vScreenUV

◆ vUV

in vec2 vUV