#define HIGHP //shades of cryofluid #define S1 vec3(53.0, 83.0, 93.0) / 100.0 #define S2 vec3(68.0, 90.0, 97.0) / 100.0 #define NSCALE 100.0 / 2.0 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 / 5000.0; float wave = abs(sin(coords.x * 1.1 + coords.y) + 0.1 * sin(2.5 * coords.x) + 0.15 * sin(3.0 * coords.y)) / 30.0; float noise = wave + (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.2, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)).r) / 2.0; vec4 color = texture2D(u_texture, c); if(noise > 0.54 && noise < 0.57){ color.rgb = S2; }else if (noise > 0.49 && noise < 0.62){ color.rgb = S1; } gl_FragColor = color; }