uniform mat4 u_Color; varying vec2 v_TexCoord; varying vec2 v_TexCoord2; varying vec2 v_Position; uniform sampler2D u_Tex0; uniform float u_Time; // CONFIG float speed = 2.0; float height = 2.0; float radius = 5.0; // CONFIG END vec2 rotate(vec2 v, float a) { float s = sin(a); float c = cos(a); mat2 m = mat2(c, -s, s, c); return m * v; } void main() { gl_FragColor = texture2D(u_Tex0, v_TexCoord); vec4 texcolor = texture2D(u_Tex0, v_TexCoord2); if(texcolor.r > 0.9) { gl_FragColor *= texcolor.g > 0.9 ? u_Color[0] : u_Color[1]; } else if(texcolor.g > 0.9) { gl_FragColor *= u_Color[2]; } else if(texcolor.b > 0.9) { gl_FragColor *= u_Color[3]; } if(texcolor.a > 0.9) { gl_FragColor.xyz *= max(1.0, height / sqrt(abs(abs(sqrt(v_Position.x * v_Position.x + v_Position.y * v_Position.y) / 8.0) - abs(mod(u_Time * speed, radius * 2.0) - radius)))); } if(gl_FragColor.a < 0.01) discard; }