Shader "QO/Effect/Wave" { Properties { _tex0 ("_tex0 : Original Image (RGBA)", 2D) = "white" {} _tex1 ("_tex1 : Transform Image (RGBA)", 2D) = "white" {} _power ("_power : Wave Power", Float) = 0 _count ("_count : Go Return Count", Float) = 0 _time ("_time : Time Rate (0 to 1)", Range(0,1)) = 0 } SubShader { LOD 200 Tags { "QUEUE"="Transparent" "RenderType"="Transparent" } Pass { Tags { "QUEUE"="Transparent" "RenderType"="Transparent" } Blend SrcAlpha OneMinusSrcAlpha Program "vp" { SubProgram "gles " { "!!GLES #ifdef VERTEX varying lowp vec2 xlv_TEXCOORD0; varying lowp vec4 xlv_COLOR0; uniform highp mat4 glstate_matrix_mvp; attribute vec4 _glesMultiTexCoord0; attribute vec4 _glesVertex; void main () { lowp vec2 tmpvar_1; highp vec2 tmpvar_2; tmpvar_2 = _glesMultiTexCoord0.xy; tmpvar_1 = tmpvar_2; gl_Position = (glstate_matrix_mvp * _glesVertex); xlv_COLOR0 = vec4(1.0, 1.0, 1.0, 1.0); xlv_TEXCOORD0 = tmpvar_1; } #endif #ifdef FRAGMENT varying lowp vec2 xlv_TEXCOORD0; uniform highp float _time; uniform highp float _count; uniform highp float _power; uniform sampler2D _tex1; uniform sampler2D _tex0; void main () { mediump vec4 t0_1; lowp float check2_2; lowp float check1_3; mediump float wave_4; mediump float theta_5; mediump float sin_omega_6; highp float tmpvar_7; tmpvar_7 = sin((_time * 3.14159)); sin_omega_6 = tmpvar_7; highp float tmpvar_8; tmpvar_8 = (((sin_omega_6 * 3.14159) * (_count * 2.0)) * (0.5 - xlv_TEXCOORD0.y)); theta_5 = tmpvar_8; mediump float tmpvar_9; tmpvar_9 = cos(theta_5); highp float tmpvar_10; tmpvar_10 = ((tmpvar_9 * sin_omega_6) * _power); wave_4 = tmpvar_10; mediump float tmpvar_11; tmpvar_11 = (xlv_TEXCOORD0.x + wave_4); mediump vec2 tmpvar_12; tmpvar_12.x = tmpvar_11; tmpvar_12.y = xlv_TEXCOORD0.y; mediump float tmpvar_13; tmpvar_13 = float((-0.01 >= tmpvar_11)); check1_3 = tmpvar_13; mediump float tmpvar_14; tmpvar_14 = float((-0.01 >= (1.0 - tmpvar_11))); check2_2 = tmpvar_14; lowp float tmpvar_15; tmpvar_15 = float((0.0 >= (check1_3 + check2_2))); lowp vec4 tmpvar_16; tmpvar_16 = texture2D (_tex0, tmpvar_12); highp vec4 tmpvar_17; tmpvar_17.xyz = tmpvar_16.xyz; tmpvar_17.w = (1.0 - _time); t0_1 = tmpvar_17; lowp vec4 tmpvar_18; tmpvar_18 = texture2D (_tex1, tmpvar_12); mediump vec4 tmpvar_19; tmpvar_19.xyz = tmpvar_18.xyz; tmpvar_19.w = (1.0 - t0_1.w); mediump vec4 tmpvar_20; tmpvar_20.xyz = (((t0_1.xyz * t0_1.w) + (tmpvar_19.xyz * tmpvar_19.w)) * tmpvar_15); tmpvar_20.w = (t0_1.w + tmpvar_19.w); gl_FragData[0] = tmpvar_20; } #endif" } } Program "fp" { SubProgram "gles " { "!!GLES" } } } } Fallback "VertexLit" }