Code:
uniform sampler2D dist; uniform float offset; uniform float waves; void main() { vec3 textureSample = vec3(texture2D(dist, vec2(gl_TexCoord[0]))); vec3 textureSampleB = textureSample + offset; gl_FragColor = vec4(((sin(textureSampleB*waves)+1.0)/2.0)*pow(textureSample.x,2.2), 1.0); }
1) Bump: Vray Color2Bump -> VrayGLSLTex (Above Code) -> Vray Distance Tex
2) Animate the "Phase" and set how many ripples you want.
Comment