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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D mask;
uniform int frame;
// Output fragment color
out vec4 finalColor;
void main()
{
vec4 maskColour = texture(mask, fragTexCoord + vec2(sin(-frame/150.0)/10.0, cos(-frame/170.0)/10.0));
if (maskColour.r < 0.25) discard;
vec4 texelColor = texture(texture0, fragTexCoord + vec2(sin(frame/90.0)/8.0, cos(frame/60.0)/8.0));
finalColor = texelColor*maskColour;
}
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