#version 330 core #ifdef GL_ES precision mediump float; #endif uniform vec2 resolution; uniform float time; uniform float m; //uniform sampler2D backbuffer; uniform sampler2D img0; uniform sampler2D img1; uniform sampler2D img2; uniform sampler2D img3; //uniform vec2 u_tex0Resolution; 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); 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.)); }