shader-web-test/raymarcher.glsl

26 lines
487 B
Text
Raw Normal View History

#version 300 es
precision highp float;
// Inputs
in vec2 texture_coordinates;
uniform float time;
uniform sampler2D uSampler1;
uniform sampler2D uSampler2;
// Output
out vec4 color;
const float PI = 3.1415;
void main() {
if ((texture_coordinates.x + texture_coordinates.y) > 1.) {
color = texture(uSampler1, texture_coordinates);
}
else {
color = texture(uSampler2, texture_coordinates);
}
// color = vec4( texture_coordinates, (sin( time * PI) + 1.)/2. , 1.);
}