[quote="Madster":3gdpa77b]I shall download this before it is consumed by the mediafire.
Okay. That is pretty clever. I don't think there's a need to do a shader for that, it works perfectly.
Although if you can think of a reason for making one (like some kind of flexibility), I could do it.
Hm. Zelda 3. So cool. Now just layer a fog gradient on top <3[/quote:3gdpa77b]
Glad you like it
I suppose a proper pixel shader to do this could maybe have options for how distorted the effect is and using the same method this does where any value above black in the gradient/image used is effected by it. Then rather than having to stretch and line it up across the layout (which can become a little problematic as you can't scroll too far off to the side of the layout right now) that could be done by values in the effect.
I suppose then too, that would allow the effect to be controlled via events? Which is bound to be useful to somebody. I suppose one idea would be a shoot-em-up, where you get a power-up to go faster, using it does the usual increase in movement speed and scrolling, but also could increase this effect a little, kinda like some sort of warp factor 8 hehe.
I suppose another use for it, with controllable values.. Lets use the Zelda example, with the slightly off top down graphical approach. Now what if your 2D world had more than one level, say you could go up some steps to a level a little higher up. You could have the effect change the amount of distortion at the same time, say.. the higher up your character is supposed to be, the less it's distorted. It wouldn't actually add anything to gameplay, but as a little visual effect it could be kinda cool.
I should be slapped for saying I suppose too many times.