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- #ifdef GL_ES
- precision mediump float;
- #endif
- //// START C2 UNIFORMS HEADER ////
- uniform sampler2D samplerBack;
- uniform sampler2D samplerFront;
- varying vec2 vTex;
- uniform vec2 destStart;
- uniform vec2 destEnd;
- uniform float seconds;
- uniform float pixelWidth;
- uniform float pixelHeight;
- vec2 iResolution = vec2( 1./pixelWidth, 1./pixelHeight);
- //// END C2 HEADER ////
- void main(void)
- {
- vec2 texel = vec2(pixelWidth,pixelHeight);
- vec2 uv = vTex;
- vec2 center = .5-sqrt(2.)*vec2(50,-50)*texel;
- float shadow = .75+.25*texture2D(samplerFront,(uv-center)/.87+center).a;
- gl_FragColor = texture2D(samplerFront,uv)*vec4(vec3(shadow),1);
- }
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