- },
- "shader-effects": {
- "Ripple2D": {
- "program": {
- "vertexPrefix": "",
- "vertex": "void main(void)\n{\n gl_Position = uProjection * uModelView * vec4(aPosition, 1.0);\n vTexCoord = aTexCoord;\n}\n\n",
- "fragmentPrefix": "",
- "fragment": "precision mediump float;\nuniform float uAmplitude; // 0.02; (< 1)\nuniform float uTime;\nvoid main()\n{\n highp vec2 textureSize = sTextureRect.zw - sTextureRect.xy;\n highp vec2 pos = -1.0 + 2.0 * vTexCoord.st/textureSize;\n highp float len = length(pos);\n highp vec2 texCoord = vTexCoord.st/textureSize + pos/len * sin( len * 12.0 - uTime * 4.0 ) * uAmplitude; \n gl_FragColor = texture2D(sTexture, texCoord) * uColor;\n}\n\n\n",
- "geometry-type": "GEOMETRY_TYPE_IMAGE"
- },
- "geometry-hints": "HINT_NONE",
- "grid-density": 0,
- "loop": true,
- "uAmplitude": 0.02,
- "uTime": 0.0
- }