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- #version 150
- in VertexData
- {
- vec4 v_position;
- vec3 v_normal;
- vec2 v_texcoord;
- } inData;
- out vec4 fragColor;
- ////////////////////////////////////////////////////////////////////////////////
- ////////////////////////////////////////////////////////////////////////////////
- uniform vec2 iResolution;
- uniform float iTime;
- uniform float iTimeDelta;
- uniform sampler2D texture4;
- void mainImage(out vec4, in vec2);
- void main(void) {
- mainImage(fragColor,inData.v_texcoord * iResolution.xy);
- }
- ////////////////////////////////////////////////////////////////////////////////
- ////////////////////////////////////////////////////////////////////////////////
- void mainImage(out vec4 fragColor, in vec2 fragCoord)
- {
- float i = iTime/10;
- vec2 uv = fragCoord.xy / iResolution.xy;
- float y =
- 0.1*sin((uv.y + i) * 20.0) * 0.05 +
- 0.1*sin((uv.y + i) * 20.0) * 0.05 +
- 0.1*sin((uv.y + i) * 20.0) * 0.05;
- float x =
- 0.4*sin((uv.y + i) * 10.0) * 0.01 +
- 0.4*sin((uv.y + i) * 10.0) * 0.01 +
- 0.4*sin((uv.y + i) * 10.0) * 0.01;
- fragColor = texture(texture4, 0.75*(uv + vec2(x+0.15, x+0.15)));
- }
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