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-rw-r--r--assets/shaders/Fly.frag.glsl5
1 files changed, 3 insertions, 2 deletions
diff --git a/assets/shaders/Fly.frag.glsl b/assets/shaders/Fly.frag.glsl
index f99b5ab8..d36928a1 100644
--- a/assets/shaders/Fly.frag.glsl
+++ b/assets/shaders/Fly.frag.glsl
@@ -4,6 +4,7 @@ precision highp float;
4 4
5uniform vec2 u_resolution; 5uniform vec2 u_resolution;
6uniform float u_time; 6uniform float u_time;
7uniform float u_speed;
7uniform sampler2D u_tex0; 8uniform sampler2D u_tex0;
8 9
9void main(void) 10void main(void)
@@ -11,13 +12,13 @@ void main(void)
11 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; 12 vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
12 vec2 uv; 13 vec2 uv;
13 14
14 float an = u_time*.25; 15 float an = u_time*u_speed*.25;
15 16
16 float x = p.x*cos(an)-p.y*sin(an); 17 float x = p.x*cos(an)-p.y*sin(an);
17 float y = p.x*sin(an)+p.y*cos(an); 18 float y = p.x*sin(an)+p.y*cos(an);
18 19
19 uv.x = .25*x/abs(y); 20 uv.x = .25*x/abs(y);
20 uv.y = .20*u_time + .25/abs(y); 21 uv.y = .20*u_time*u_speed + .25/abs(y);
21 22
22 gl_FragColor = vec4(texture2D(u_tex0,uv).xyz * y*y, 1.0); 23 gl_FragColor = vec4(texture2D(u_tex0,uv).xyz * y*y, 1.0);
23} 24}