uniform float u_Time; uniform sampler2D u_Tex0; uniform sampler2D u_Tex1; varying vec2 v_TexCoord; vec2 direction = vec2(1.0,0.3); float speed = 0.05; float pressure = 0.6; float zoom = 0.5; void main(void) { vec2 offset = (v_TexCoord + (direction * u_Time * speed)) / zoom; vec3 bgcol = texture2D(u_Tex0, v_TexCoord).xyz; vec3 fogcol = texture2D(u_Tex1, offset).xyz; vec3 col = bgcol + fogcol*pressure; gl_FragColor = vec4(col,1.0); }