#version 450 core #ifdef GL_ES precision mediump float; #endif uniform vec2 resolution; uniform float time; uniform sampler2D images[4]; layout (binding = 0,rgba32f) uniform image2D backbuffer; //uniform image2DArray buffers; uniform float ratios[4]; uniform float params[32]; out vec4 fragColor; float random (in float x) { return fract(sin(x)*43758.5453123)-0.5; } vec4 image(int i) { vec2 st = gl_FragCoord.xy/resolution.xy; st.x *= ratios[i]; st.x += (1-ratios[i])*0.5; st.x += 0.5*time; return texture2D(images[i],st); } void main (void) { vec4 img1 = mix(image(0),image(1),sin(time)); vec4 img2 = mix(image(2),image(3),cos(time)); ivec2 P = ivec2(gl_FragCoord.xy); vec4 buf = imageLoad(backbuffer,P); buf.rg = buf.gr; //buf.b = 0.0; vec4 i = mix(img1,img2,0.5); //P = ivec2(gl_FragCoord.xy); imageStore(backbuffer,P,i); i = mix(i,buf,0.8); //i = image(0); fragColor = i; }