#define HIGHP #define NSCALE 200.0 / 1.8 uniform sampler2D u_texture; uniform sampler2D u_noise; uniform vec2 u_campos; 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 + u_campos.x, c.y * u_resolution.y + u_campos.y); float btime = u_time / 3400.0; vec4 noise1 = texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)); vec4 noise2 = texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)); //vec4 noise3 = texture2D(u_noise, (coords) / (NSCALE * 2.0) + vec2(btime * 0.9) * vec2(0.8, 1.0)); gl_FragColor = vec4(vec3(min(noise1.r, noise2.r)), 0.2); }