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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);
}