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#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 = i1;
//gl_FragColor = texture2D(image1,st*sin(time*2.));
}
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