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- uniform texture particles;
- uniform float w;
- uniform float h;
- vec4 par = tex(particles,UV);
- vec2 st = UV.xy/SCREEN_UV.xy;
- vec3 col = vec3(0.0);
- // Each result will return 1.0 (white) or 0.0 (black).
- float left = step(0.1,st.x); // Similar to ( X greater than 0.1 )
- float bottom = step(0.1,st.y); // Similar to ( Y greater than 0.1 )
- vec2 uv1= vec2(UV.x,UV.y);
- uv1.x += sin(uv1.y*20.0+TIME*20)*.005;
- uv1.x = clamp(uv1.x,0,1);
- // The multiplication of left*bottom will be similar to the logical AND.
- col = vec3( left * bottom );
- float valor = 11;
- float valor2=3;
- float pixel = 1.0/64 *valor;
- float pixel_y = 1.0/64*valor2;
- if (UV.x >(pixel) && UV.x<pixel+1.0/64 && UV.y> pixel_y && UV.y <(1.0/64)*4
- ){COLOR.rgb= vec3(0,0,0);};
- //if (UV.x >(pixel) && UV.x<pixel+1.0/64 && UV.y> pixel_y && UV.y <(1.0/64)*4
- if (UV.x >(pixel+sin(TIME/10)) && UV.x<pixel+sin(TIME/10)+1.0/64 && UV.y> pixel_y && UV.y <(1.0/64)*4
- ){COLOR = vec4(1,0,0,0.5);};
- //if (){;};
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