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