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https://github.com/cyberboy666/r_e_c_u_r.git
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17 lines
477 B
GLSL
17 lines
477 B
GLSL
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varying vec2 texcoord0;
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uniform sampler2D tex0;
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uniform vec2 u_resolution;
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uniform float u_time;
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void main() {
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vec2 pos = gl_FragCoord.xy;
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vec4 texColor = texture2D(tex0, texcoord0);
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texColor.r *= (sin(0.05*pos.x - cos(u_time)) + cos(0.05*pos.x/(0.1 + abs(cos(u_time/5.0)))));
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texColor.r *= (sin(0.05*pos.y - cos(u_time/5.0)) + cos(0.05*pos.y/(0.1 + abs(cos(u_time/5.0)))));
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gl_FragColor = vec4(texColor.b, texColor.r, texColor.g, texColor.a);
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}
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