Created
December 4, 2023 17:20
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Water effect with GLSL
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#version 300 es | |
precision highp float; | |
precision highp sampler2D; | |
in vec2 uv; | |
out vec4 out_color; | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
uniform vec4 u_mouse; | |
uniform sampler2D u_textures[16]; | |
void main(){ | |
float strength = 0.04; | |
float zoom = 5.0; | |
float scrollSpeed = 0.1; | |
vec4 noise_col = texture(u_textures[1], (uv / zoom) + (u_time * scrollSpeed)); | |
vec4 output_col = texture(u_textures[0], uv + (noise_col.rr * strength)); | |
out_color = output_col; | |
} |
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