R"#( #version 300 es precision highp float; in vec2 v_texcoord; uniform sampler2D tex; uniform float time; // quirk: time is set to 0 at the beginning, should be around 10 when crash. uniform float distort; uniform vec2 screenSize; float rand(float co) { return fract(sin(dot(vec2(co, co), vec2(12.9898, 78.233))) * 43758.5453); } float rand(vec2 co) { return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); } float noise(vec2 point) { vec2 floored = floor(point); vec2 fractal = fract(point); fractal = fractal * fractal * (3.0 - 2.0 * fractal); float mixed = mix( mix(rand(floored), rand(floored + vec2(1.0, 0.0)), fractal.x), mix(rand(floored + vec2(0.0,1.0)), rand(floored + vec2(1.0,1.0)), fractal.x), fractal.y); return mixed * mixed; } layout(location = 0) out vec4 fragColor; void main() { float ABERR_OFFSET = 4.0 * (distort / 5.5) * time; float TEAR_AMOUNT = 9000.0 * (1.0 - (distort / 5.5)); float TEAR_BANDS = 108.0 / 2.0 * (distort / 5.5) * 2.0; float MELT_AMOUNT = (distort * 8.0) / screenSize.y; float NOISE = abs(mod(noise(v_texcoord) * distort * time * 2.771, 1.0)) * time / 10.0; if (time < 2.0) NOISE = 0.0; float offset = (mod(rand(floor(v_texcoord.y * TEAR_BANDS)) * 318.772 * time, 20.0) - 10.0) / TEAR_AMOUNT; vec2 blockOffset = vec2(((abs(mod(rand(floor(v_texcoord.x * 37.162)) * 721.43, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0), ((abs(mod(rand(floor(v_texcoord.y * 45.882)) * 733.923, 100.0))) - 50.0) / 200000.0 * pow(time, 3.0)); if (time < 3.0) blockOffset = vec2(0,0); float meltSeed = abs(mod(rand(floor(v_texcoord.x * screenSize.x * 17.719)) * 281.882, 1.0)); if (meltSeed < 0.8) { meltSeed = 0.0; } else { meltSeed *= 25.0 * NOISE; } float meltAmount = MELT_AMOUNT * meltSeed; vec2 pixCoord = vec2(v_texcoord.x + offset + NOISE * 3.0 / screenSize.x + blockOffset.x, v_texcoord.y - meltAmount + 0.02 * NOISE / screenSize.x + NOISE * 3.0 / screenSize.y + blockOffset.y); vec4 pixColor = texture(tex, pixCoord); vec4 pixColorLeft = texture(tex, pixCoord + vec2(ABERR_OFFSET / screenSize.x, 0)); vec4 pixColorRight = texture(tex, pixCoord + vec2(-ABERR_OFFSET / screenSize.x, 0)); pixColor[0] = pixColorLeft[0]; pixColor[2] = pixColorRight[2]; pixColor[0] += distort / 90.0; fragColor = pixColor; } )#"