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-rw-r--r--shader.frag37
1 files changed, 14 insertions, 23 deletions
diff --git a/shader.frag b/shader.frag
index cf44e70..2084f1c 100644
--- a/shader.frag
+++ b/shader.frag
@@ -4,31 +4,22 @@ precision mediump float;
uniform vec2 resolution;
uniform float time;
-uniform float color;
+uniform float m;
+//uniform sampler2D backbuffer;
-float box(in vec2 _st, in vec2 _size){
- _size = vec2(0.5) - _size*0.5;
- vec2 uv = smoothstep(_size,
- _size+vec2(0.001),
- _st);
- uv *= smoothstep(_size,
- _size+vec2(0.001),
- vec2(1.0)-_st);
- return uv.x*uv.y;
-}
+uniform sampler2D image1;
+uniform sampler2D image2;
+uniform sampler2D image3;
+//uniform vec2 u_tex0Resolution;
-float cross(in vec2 _st, float _size){
- return box(_st, vec2(_size,_size/4.)) +
- box(_st, vec2(_size/4.,_size));
+float random (in float x) {
+ return fract(sin(x)*43758.5453123)-0.5;
}
-void main(){
- vec2 st = gl_FragCoord.xy/resolution.xy;
- vec3 c = vec3(0.);
-
- c += vec3(cross(st,0.5*abs(cos(time))));
- c.r -= color;
- //c *= u_color;
-
- gl_FragColor = vec4(c,1.0);
+void main (void) {
+ vec2 st = gl_FragCoord.xy/resolution.xy;
+ vec4 i1 = texture2D(image1,st*0.8);
+ vec4 i2 = texture2D(image2,st);
+ gl_FragColor = mix(i1,i2,m);
+ //gl_FragColor = texture2D(image1,st*sin(time*2.));
}