34 lines
1.1 KiB
GLSL
34 lines
1.1 KiB
GLSL
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uniform mat4 g_ModelViewProjectionMatrix;
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uniform vec4 g_Texture0Resolution;
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#if MASK == 1
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uniform vec4 g_Texture2Resolution;
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#endif
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uniform float g_Time;
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uniform vec2 g_CloudSpeeds; // {"material":"ui_editor_properties_speed","default":"0.01 -0.02"}
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uniform vec2 g_CloudScales; // {"material":"ui_editor_properties_scale","default":"1.3 0.5"}
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attribute vec3 a_Position;
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attribute vec2 a_TexCoord;
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varying vec4 v_TexCoord;
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varying vec4 v_TexCoordClouds;
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void main() {
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gl_Position = mul(vec4(a_Position, 1.0), g_ModelViewProjectionMatrix);
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v_TexCoord = a_TexCoord.xyxy;
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float aspect = g_Texture0Resolution.z / g_Texture0Resolution.w;
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v_TexCoordClouds.xy = (a_TexCoord + g_Time * g_CloudSpeeds.x) * g_CloudScales.x;
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v_TexCoordClouds.zw = (a_TexCoord + g_Time * g_CloudSpeeds.y) * g_CloudScales.y;
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v_TexCoordClouds.zw = vec2(-v_TexCoordClouds.w, v_TexCoordClouds.z);
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#if MASK == 1
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v_TexCoord.zw = vec2(v_TexCoord.x * g_Texture2Resolution.z / g_Texture2Resolution.x,
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v_TexCoord.y * g_Texture2Resolution.w / g_Texture2Resolution.y);
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#endif
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}
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