thebookofshaders/14/texture-sprite.frag

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2015-05-04 15:05:46 +00:00
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_tex0;
uniform vec2 u_tex0Resolution;
int col = 5;
int row = 4;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
void main () {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
vec4 color = vec4(0.0);
// Resolution of one frame
vec2 fRes = u_tex0Resolution/vec2(float(col),float(row));
// Normalize value of the frame resolution
vec2 nRes = u_tex0Resolution/fRes;
// Scale the coordenates to a single frame
st = st/nRes;
// Calculate the offset in cols and rows
float timeX = u_time*15.;
float timeY = floor(timeX/float(col));
vec2 offset = vec2( floor(timeX)/nRes.x,
1.0-(floor(timeY)/nRes.y) );
st = fract(st+offset);
color = texture2D(u_tex0,st);
gl_FragColor = color;
}