/*
 * Shockwave Shader
 * From: 		http://www.geeks3d.com/20091116/shader-library-2d-shockwave-post-processing-filter-glsl/
 * Original: 	http://empire-defense.crystalin.fr/blog/2d_shock_wave_texture_with_shader
 *
 * Inputs:
 * 	center (vec2): 			mouse position (in texture coord space: [0 ; 1]).
 * 	time (float): 			shockwave elapsed time in second.
 * 	shockParams (vec3): 	shockwave parameters
 *
 *  shockParams[0]: "depth distance" modifier. larger is flatter, ish. / outer edge of thing
 *  shockParams[1]: "zoom" depth
 *  shockParams[2]: "size" / timer to check against.
 *
 */

#version 100 
precision mediump float;

uniform sampler2D ark_TextureId;

/* uniform vec2 center; 			// Mouse position
uniform mediump float time; 			// effect elapsed time 
uniform vec3 shockParams; 		// 10.0, 1.0, 0.1 */

// varying lowp vec4 ark_VertexColorOut; 
varying mediump vec2 ark_VertexTexCoordOut; 

void main(void) 
{  
	gl_FragColor = texture2D(ark_TextureId, ark_VertexTexCoordOut); // * ark_VertexColorOut; 
} 