mirror of
https://github.com/patriciogonzalezvivo/thebookofshaders
synced 2024-11-09 19:10:24 +00:00
31 lines
642 B
GLSL
31 lines
642 B
GLSL
// Author @patriciogv - 2015
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// http://patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform sampler2D u_tex0;
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uniform vec2 u_tex0Resolution;
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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void main () {
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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.);
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// st.x *= u_resolution.x/u_resolution.y;
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float t = u_time*24.;
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float pct = step(.75,abs(sin((st.x+t)*3.1415*10.)));
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vec4 A = texture2D(u_tex0,st);
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vec4 B = texture2D(u_tex0,st+vec2(.5,.0));
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color = mix(A, B, abs(sin(t)));
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gl_FragColor = color;
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} |