Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- //
- // Simple passthrough fragment shader
- //
- varying vec2 v_vTexcoord;
- varying vec4 v_vColour;
- varying vec2 v_vPosition;
- uniform float u_time;
- float rand (vec2 p){
- return fract(cos(dot(p, vec2(5.237, 6.378)))*8463.648);
- }
- void main()
- {
- gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord );
- gl_FragColor *= vec4(vec3(rand(v_vPosition*u_time)), 1.0);
- }
- //
- // Simple passthrough vertex shader
- //
- attribute vec3 in_Position; // (x,y,z)
- //attribute vec3 in_Normal; // (x,y,z) unused in this shader.
- attribute vec4 in_Colour; // (r,g,b,a)
- attribute vec2 in_TextureCoord; // (u,v)
- varying vec2 v_vTexcoord;
- varying vec4 v_vColour;
- varying vec2 v_vPosition;
- void main()
- {
- vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
- gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
- v_vColour = in_Colour;
- v_vTexcoord = in_TextureCoord;
- v_vPosition = in_Position.xy;
- }
- // DRAW CODE
- var uTime = shader_get_uniform(shdNoise, "u_time");
- shader_set(shdNoise);
- shader_set_uniform(uTime, current_time/5000);
- //drawstuff();
- shader_reset();
Add Comment
Please, Sign In to add comment