1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
|
#version 440 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 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*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));
fragColor = mix(i1,i2,0.5);
//gl_FragColor = i1;
}
|