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Sep 16th, 2019
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  1. #version 150
  2.  
  3. in VertexData
  4. {
  5. vec4 v_position;
  6. vec3 v_normal;
  7. vec2 v_texcoord;
  8. } inData;
  9.  
  10. out vec4 fragColor;
  11.  
  12. ////////////////////////////////////////////////////////////////////////////////
  13. ////////////////////////////////////////////////////////////////////////////////
  14.  
  15. uniform vec2 iResolution;
  16. uniform float iTime;
  17. uniform float iTimeDelta;
  18. uniform sampler2D texture4;
  19.  
  20.  
  21. void mainImage(out vec4, in vec2);
  22.  
  23. void main(void) {
  24.  
  25. mainImage(fragColor,inData.v_texcoord * iResolution.xy);
  26.  
  27. }
  28.  
  29. ////////////////////////////////////////////////////////////////////////////////
  30. ////////////////////////////////////////////////////////////////////////////////
  31.  
  32. void mainImage(out vec4 fragColor, in vec2 fragCoord)
  33. {
  34.  
  35. float i = iTime/10;
  36. vec2 uv = fragCoord.xy / iResolution.xy;
  37. float y =
  38. 0.1*sin((uv.y + i) * 20.0) * 0.05 +
  39. 0.1*sin((uv.y + i) * 20.0) * 0.05 +
  40. 0.1*sin((uv.y + i) * 20.0) * 0.05;
  41.  
  42. float x =
  43. 0.4*sin((uv.y + i) * 10.0) * 0.01 +
  44. 0.4*sin((uv.y + i) * 10.0) * 0.01 +
  45. 0.4*sin((uv.y + i) * 10.0) * 0.01;
  46.  
  47. fragColor = texture(texture4, 0.75*(uv + vec2(x+0.15, x+0.15)));
  48. }
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