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22 lines
529 B
GLSL
22 lines
529 B
GLSL
#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D mask;
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uniform int frame;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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vec4 maskColour = texture(mask, fragTexCoord+vec2(sin(-frame/150.0)/10.0,cos(-frame/170.0)/10.0));
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if (maskColour.r < 0.25) discard;
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vec4 texelColor = texture(texture0, fragTexCoord+vec2(sin(frame/90.0)/8.0,cos(frame/60.0)/8.0));
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finalColor = texelColor * maskColour;
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}
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