21 lines
440 B
GLSL
21 lines
440 B
GLSL
uniform vec2 resolution;
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uniform float time;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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void main(void)
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{
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vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
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vec2 uv;
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float an = time*.25;
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float x = p.x*cos(an)-p.y*sin(an);
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float y = p.x*sin(an)+p.y*cos(an);
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uv.x = .25*x/abs(y);
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uv.y = .20*time + .25/abs(y);
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gl_FragColor = vec4(texture2D(tex0,uv).xyz * y*y, 1.0);
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}
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