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-rw-r--r--shader.frag21
1 files changed, 12 insertions, 9 deletions
diff --git a/shader.frag b/shader.frag
index bba52a5..71a7141 100644
--- a/shader.frag
+++ b/shader.frag
@@ -1,4 +1,4 @@
-#version 330 core
+#version 440 core
#ifdef GL_ES
precision mediump float;
#endif
@@ -12,21 +12,24 @@ uniform sampler2D img0;
uniform sampler2D img1;
uniform sampler2D img2;
uniform sampler2D img3;
-//uniform vec2 u_tex0Resolution;
+uniform float img0ratio;
+uniform float img1ratio;
+uniform float img2ratio;
+uniform float img3ratio;
+out vec4 fragColor;
float random (in float x) {
return fract(sin(x)*43758.5453123)-0.5;
}
void main (void) {
vec2 st = gl_FragCoord.xy/resolution.xy;
- vec4 i1 = texture2D(img0,st*0.8);
- vec4 i2 = texture2D(img1,st);
- vec4 i3 = texture2D(img2,st*1.2);
- vec4 i4 = texture2D(img3,st);
+ vec4 i1 = texture2D(img0,st*vec2(img0ratio,1.));
+ vec4 i2 = texture2D(img1,st*vec2(img1ratio,1.));
+ vec4 i3 = texture2D(img2,st*vec2(img2ratio,1.));
+ vec4 i4 = texture2D(img3,st*vec2(img3ratio,1.));
i1 = mix(i1,i2,sin(time));
i2 = mix(i3,i4,cos(time));
- gl_FragColor = mix(i1,i2,0.5);
- //gl_FragColor = i2;
- //gl_FragColor = texture2D(image1,st*sin(time*2.));
+ fragColor = mix(i1,i2,0.5);
+ //gl_FragColor = i1;
}