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1 | uniform sampler2D textureImage; |
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2 | uniform sampler2D textureDistort; |
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3 | uniform sampler2D textureBlend; |
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4 | |
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5 | void main() |
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6 | { |
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7 | vec4 texCoord; |
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8 | vec4 distortColor; |
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9 | vec4 blendColor; |
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10 | |
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11 | distortColor = texture2D(textureDistort, gl_TexCoord[0].st); |
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12 | blendColor = texture2D(textureBlend, gl_TexCoord[0].st); |
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13 | |
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14 | // modified |
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15 | // texCoord.s = (distortColor.b / 255.0 + mod(distortColor.r , 16.0)) / 16.0; |
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16 | // texCoord.t = 1.0 - (distortColor.g / 255.0 + (distortColor.r / 16.0)) / 16.0; |
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17 | |
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18 | // Original |
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19 | texCoord.s = (distortColor.b + mod(floor(distortColor.r * 255.5), 16.0)) / 16.0; |
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20 | texCoord.t = 1.0 - (distortColor.g + floor(distortColor.r * 255.5 / 16.0)) / 16.0; |
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21 | |
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22 | gl_FragColor = texture2D(textureImage, texCoord.st) * blendColor; |
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23 | } |
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24 | |
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25 | |
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