Files
forge-steel/shaders/frag.glsl
T

16 lines
433 B
GLSL

#version 460
uniform float iTime;
uniform vec2 iResolution;
in vec2 vUV;
out vec3 fragColor;
uniform sampler2D frame0;
void main() {
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec3 color = vec3(vUV, sin(iTime * 0.5) * 0.5 + 0.5);
color *= 1 - step(cos(iTime) * 0.1 + 0.4, length(uv1));
fragColor = color + texture(frame0, vUV - 0.01).xyz * 0.5;
}