thebookofshaders/15/texture-stereo.frag

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// Author @patriciogv - 2015
// http://patriciogonzalezvivo.com
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D u_tex0;
uniform vec2 u_tex0Resolution;
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
void main () {
vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec4 color = vec4(vec3(0.0),1.);
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st *= vec2(.5,1.);
// st.x *= u_resolution.x/u_resolution.y;
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float t = u_time*24.;
float pct = step(.75,abs(sin((st.x+t)*3.1415*10.)));
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vec4 A = texture2D(u_tex0,st);
vec4 B = texture2D(u_tex0,st+vec2(.5,.0));
color = mix(A, B, abs(sin(t)));
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gl_FragColor = color;
}