#ifdef GL_ES precision mediump float; precision mediump int; #endif uniform sampler2D u_texture; uniform vec4 u_color; uniform vec2 u_texsize; uniform float u_time; uniform vec2 u_offset; varying vec4 v_color; varying vec2 v_texCoord; void main() { vec2 T = v_texCoord.xy; vec2 coords = (T * u_texsize) + u_offset; float si = 1.0 + sin(u_time / 20.0 /*+ (coords.x + coords.y) / 30.0*/) / 8.0; vec4 color = texture2D(u_texture, T) * vec4(si, si, si, 1.0); vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y); bool any = false; float thickness = 1.0; float step = 1.0; if(texture2D(u_texture, T).a < 0.1 && (texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 || texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1)) any = true; if(any){ gl_FragColor = u_color * vec4(si, si, si, 1.0); }else{ //coords.x = float(int(coords.x)); if(color.a > 0.1){ float x = coords.x; float y = coords.y; float time = u_time; float w = 1.0; float h = 1.0; float f1 = sin(2.0*time+(y/4.0*cos(time/3.0)+(x/2.0)-w/4.0)*((y/3.0)-h/4.0)/w); float f2 = -2.0*cos(11.0*time/9.0-11.0*pow(y, x)/9.0); color.r = (f2 + f1) / 4.0*abs(cos(2.0*(x-y)/w + time)); color.g = (f2 + f1) /(3.0 + color.r); color.b = (f2 + f1) /(2.5 + color.g); } gl_FragColor = color; } }