#ifdef GL_ES varying mediump vec2 TextureCoordOut; #else varying vec2 TextureCoordOut; #endif uniform vec4 u_color; uniform float offset; uniform float duration; uniform sampler2D caustics; void main(void) { vec4 golden = duration*vec4(0,0.8,0.4,1.0); //blend two texture 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; }