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