#define HIGHP #define ALPHA 0.18 #define step 2.0 uniform sampler2D u_texture; uniform vec2 u_texsize; uniform vec2 u_invsize; uniform float u_time; uniform float u_dp; uniform vec2 u_offset; varying vec2 v_texCoords; void main(){ vec2 T = v_texCoords.xy; vec2 coords = (T * u_texsize) + u_offset; T += vec2(sin(coords.y / 3.0 + u_time / 20.0), sin(coords.x / 3.0 + u_time / 20.0)) / u_texsize; vec4 color = texture2D(u_texture, T); vec2 v = u_invsize; vec4 maxed = max(max(max(texture2D(u_texture, T + vec2(0, step) * v), texture2D(u_texture, T + vec2(0, -step) * v)), texture2D(u_texture, T + vec2(step, 0) * v)), texture2D(u_texture, T + vec2(-step, 0) * v)); if(texture2D(u_texture, T).a < 0.9 && maxed.a > 0.9){ gl_FragColor = vec4(maxed.rgb, maxed.a * 100.0); }else{ if(color.a > 0.0){ if(mod(coords.x / u_dp + coords.y / u_dp + sin(coords.x / u_dp / 5.0) * 3.0 + sin(coords.y / u_dp / 5.0) * 3.0 + u_time / 4.0, 10.0) < 2.0){ color *= 1.65; } color.a = ALPHA; } gl_FragColor = color; } }