#define HIGHP #define NSCALE 2700.0 #define CAMSCALE (NSCALE*10.0) uniform sampler2D u_texture; uniform sampler2D u_stars; uniform vec2 u_campos; uniform vec2 u_ccampos; uniform vec2 u_resolution; uniform float u_time; varying vec2 v_texCoords; void main(){ vec2 c = v_texCoords.xy; vec2 coords = vec2(c.x * u_resolution.x, c.y * u_resolution.y); vec4 color = texture2D(u_texture, c); color.rgb = texture2D(u_stars, coords/NSCALE + vec2(-0.1, -0.1) + u_ccampos / CAMSCALE).rgb; gl_FragColor = color; }