36 lines
1.1 KiB
GLSL
36 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 vec4 g_NitroSpeeds; // {"material":"speed","label":"ui_editor_properties_speed","default":"-0.1 0.7 0.1 -0.5"}
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uniform vec2 g_NitroScales; // {"material":"scale","label":"ui_editor_properties_scale","default":"1 2"}
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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_TexCoordNitro;
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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_TexCoordNitro.xy = (a_TexCoord * g_NitroScales.x + g_Time * g_NitroSpeeds.xy);
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v_TexCoordNitro.zw = (a_TexCoord * g_NitroScales.y + g_Time * g_NitroSpeeds.zw);
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v_TexCoordNitro.xz *= aspect;
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v_TexCoordNitro.zw = vec2(-v_TexCoordNitro.w, v_TexCoordNitro.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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