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precision highp float; | |
uniform float uTime; | |
uniform sampler2D texture; | |
uniform sampler2D uWind; | |
uniform sampler2D uTrail; | |
void main() { | |
float pixelHeight = 1.0 / RESOLUTION.y; | |
float pixelWidth = 1.0 / RESOLUTION.x; | |
vec2 uv = gl_FragCoord.xy / RESOLUTION.xy; | |
vec4 current = texture2D(texture, uv); | |
vec4 wind = texture2D(uWind, uv); | |
vec4 trail = texture2D(uTrail, uv); | |
// Initial set | |
// We use the alpha as simple boolean flag to set initial value. | |
// x y are the actual value | |
// z is the vertical speed / direction per column | |
if (current.a <= 0.9) { | |
current = vec4(uv, 0.0, 1.0); | |
} | |
// Lookup against the static texture | |
if (current.y < wind.y) { | |
current.z = wind.y - current.y; | |
current.y += 0.05 * pow(current.z, 2.0); | |
} | |
// Noise and mouse trail will influence the speed/direction | |
float t = trail.r * 0.1; | |
float x = (uv.x * 2.0) + uTime * 0.20; | |
float noise = (sin(x) + sin(2.2 * x + 5.52) + sin(2.9 * x + 0.93) + sin(4.6 * x + 8.94)) / 4.0; | |
noise *= 0.3; | |
t = mix(t, t + noise, 0.1); | |
t = clamp(t, 0.0, 1.0); | |
current.xy = mix(current.xy, uv, t); | |
gl_FragColor = current; | |
} |
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