16 lines
591 B
GLSL
16 lines
591 B
GLSL
#define texture2D texture
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#define texture2DLod textureLod
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#define FRAGCOLOR fragColor
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#define texcoord uv
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#define TEXCOORD uv
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uniform sampler2D iChannel0;
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uniform sampler2D iChannel1;
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uniform float iWidth, iHeight, iTime, iFrame, iMousex, iMousey;
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uniform float iChannelRes0x, iChannelRes0y;
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uniform float iChannelRes1x, iChannelRes1y;
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vec2 iResolution = vec2(iWidth, iHeight);
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vec2 iMouse = vec2(iMousex, iMousey);
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vec2 iChannelResolution[2] = vec2[2]( vec2(iChannelRes0x, iChannelRes0y),vec2(iChannelRes1x, iChannelRes1y) );
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float iGlobalTime = iTime;
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in vec2 texcoord;
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out vec4 fragColor; |