1attribute vec2 a_TexCoord;
2attribute vec2 a_Vertex;
3
4varying vec2 v_TexCoord;
5varying vec2 v_TexCoord2;
6
7uniform mat3 u_TextureMatrix;
8uniform mat3 u_TransformMatrix;
9uniform mat3 u_ProjectionMatrix;
10
11uniform vec2 u_Offset;
12uniform vec2 u_Center;
13uniform float u_Time;
14
15vec2 effectTextureSize = vec2(466.0, 342.0);
16vec2 direction = vec2(1.0,0.2);
17float speed = 200.0;
18
19vec2 rotate(vec2 v, float a) {
20 float s = sin(a);
21 float c = cos(a);
22 mat2 m = mat2(c, -s, s, c);
23 return m * v;
24}
25
26void main()
27{
28 gl_Position = vec4((u_ProjectionMatrix * u_TransformMatrix * vec3(a_Vertex.xy, 1.0)).xy, 1.0, 1.0);
29 v_TexCoord = (u_TextureMatrix * vec3(a_TexCoord,1.0)).xy;
30
31 v_TexCoord2 = ((a_Vertex + direction * u_Time * speed) / effectTextureSize);
32}
33
34