From d4ca478ad313c6c20834e410ba14ad3a5e7b20bf Mon Sep 17 00:00:00 2001 From: hwc487 Date: Tue, 12 Jun 2012 10:28:26 -0700 Subject: Material cleanup & bug fixes. --- assets/shaders/Star.frag.glsl | 11 +++++++---- 1 file changed, 7 insertions(+), 4 deletions(-) (limited to 'assets/shaders/Star.frag.glsl') diff --git a/assets/shaders/Star.frag.glsl b/assets/shaders/Star.frag.glsl index f63fe605..f61f43c9 100644 --- a/assets/shaders/Star.frag.glsl +++ b/assets/shaders/Star.frag.glsl @@ -3,6 +3,7 @@ precision highp float; #endif uniform float u_time; +uniform float u_speed; uniform vec2 u_resolution; uniform sampler2D u_tex0; @@ -10,17 +11,19 @@ void main(void) { vec2 uv; + float time = u_time * u_speed; + vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; float a = atan(p.y,p.x); float r = sqrt(dot(p,p)); - float s = r * (1.0+0.8*cos(u_time*1.0)); + float s = r * (1.0+0.8*cos(time*1.0)); - uv.x = .02*p.y+.03*cos(-u_time+a*3.0)/s; - uv.y = .1*u_time +.02*p.x+.03*sin(-u_time+a*3.0)/s; + uv.x = .02*p.y+.03*cos(-time+a*3.0)/s; + uv.y = .1*time +.02*p.x+.03*sin(-time+a*3.0)/s; float w = .9 + pow(max(1.5-r,0.0),4.0); - w*=0.6+0.4*cos(u_time+3.0*a); + w*=0.6+0.4*cos(time+3.0*a); vec3 col = texture2D(u_tex0,uv).xyz; -- cgit v1.2.3