#version {VERSION} #ifdef GL_ES precision mediump float; #endif uniform sampler2D VortexTexture; uniform sampler2D WorldTexture; in vec2 vTexCoord; out vec4 fragColor; void main() { vec4 vtx = texture(VortexTexture, vTexCoord.xy); vec2 delta = (vtx.bg - 0.5) * 256.0; float frac = 16.0 * vtx.r + 0.0625; if (vtx.r > 0.055) discard; fragColor = texelFetch(WorldTexture, ivec2(gl_FragCoord.xy + delta), 0) * vec4(frac, frac, frac, 1); }