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particulas

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Feb 23rd, 2018
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  1. uniform texture particles;
  2. uniform float w;
  3. uniform float h;
  4. vec4 par = tex(particles,UV);
  5. vec2 st = UV.xy/SCREEN_UV.xy;
  6. vec3 col = vec3(0.0);
  7.  
  8. // Each result will return 1.0 (white) or 0.0 (black).
  9. float left = step(0.1,st.x); // Similar to ( X greater than 0.1 )
  10. float bottom = step(0.1,st.y); // Similar to ( Y greater than 0.1 )
  11. vec2 uv1= vec2(UV.x,UV.y);
  12. uv1.x += sin(uv1.y*20.0+TIME*20)*.005;
  13. uv1.x = clamp(uv1.x,0,1);
  14. // The multiplication of left*bottom will be similar to the logical AND.
  15. col = vec3( left * bottom );
  16. float valor = 11;
  17. float valor2=3;
  18. float pixel = 1.0/64 *valor;
  19. float pixel_y = 1.0/64*valor2;
  20. if (UV.x >(pixel) && UV.x<pixel+1.0/64 && UV.y> pixel_y && UV.y <(1.0/64)*4
  21.  
  22.  
  23. ){COLOR.rgb= vec3(0,0,0);};
  24.  
  25. //if (UV.x >(pixel) && UV.x<pixel+1.0/64 && UV.y> pixel_y && UV.y <(1.0/64)*4
  26. 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
  27.  
  28. ){COLOR = vec4(1,0,0,0.5);};
  29.  
  30.  
  31. //if (){;};
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