11 lines
403 B
GLSL
11 lines
403 B
GLSL
uniform sampler2D bgl_RenderedTexture;
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uniform int time;
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void main() {
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vec2 texcoord = vec2(gl_TexCoord[0]);
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vec4 color = texture2D(bgl_RenderedTexture, texcoord);
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float r = sin(texcoord.x * 6 - 1.5 + sin(texcoord.y - time / 3.0)) * 1.1; //(sin((texcoord.x - texcoord.y) * 4 - time) + 1) / 2;
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gl_FragColor = vec4(gl_Color.r, gl_Color.g, max(gl_Color.b, r), gl_Color.a);
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}
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