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