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r_e_c_u_r/Shaders/2-input/wipe.frag

37 lines
584 B
GLSL

//2-input
#ifdef GL_ES
precision mediump float;
#endif
varying vec2 v_texcoord;
uniform sampler2D u_tex0;
uniform sampler2D u_tex1;
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_x0;
uniform float u_x1;
uniform float u_x2;
uniform float u_x3;
void main(){
vec2 pos = v_texcoord;
vec4 texColour0 = texture2D(u_tex0, v_texcoord);
vec4 texColour1 = texture2D(u_tex1, v_texcoord);
vec4 colour;
if(v_texcoord.x > u_x0 && v_texcoord.y > u_x1){colour = texColour0;}
else {colour = texColour1;}
gl_FragColor = colour;
}