14 lines
393 B
GLSL
14 lines
393 B
GLSL
uniform sampler2D tex;
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uniform float time;
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void main()
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{
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vec2 p = gl_TexCoord[0].xy;
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float u = atan(p.y, p.x + 0.0001) * 1.0 / 3.1415926;
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float v = 0.002 / (0.01 + length(p)) - time * 0.1;
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vec4 space = texture2D(tex, vec2(u,v))
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+ vec4(0.5) * texture2D(tex, vec2(u,v * 4.0))
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+ vec4(0.25) * texture2D(tex, vec2(u,v * 16.0));
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gl_FragColor = gl_Color * space;
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} |