mirror of https://github.com/axmolengine/axmol.git
16 lines
483 B
GLSL
16 lines
483 B
GLSL
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#ifdef GL_ES
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varying mediump vec2 TextureCoordOut;
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#else
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varying vec2 TextureCoordOut;
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#endif
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uniform vec4 u_color;
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uniform float offset;
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uniform float duration;
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uniform sampler2D caustics;
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void main(void)
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{
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vec4 golden = duration*vec4(0,0.8,0.4,1.0);
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//blend two texture
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gl_FragColor = texture2D(CC_Texture0, vec2(TextureCoordOut.x- 2.0 * offset,TextureCoordOut.y)) * vec4(0.3,0.3,0.3,1)+texture2D(caustics,vec2(TextureCoordOut.x-offset,TextureCoordOut.y)).r*golden;
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}
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