1 /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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31 uniform sampler2D leavingSlideTexture;
32 uniform sampler2D enteringSlideTexture;
33 uniform sampler2D permTexture;
35 varying vec2 v_texturePosition;
37 float snoise(vec2 P) {
39 return texture2D(permTexture, P).r;
48 float sn = snoise(10.0*v_texturePosition+time*0.07);
50 float sn1 = snoise(vec2(time*15.0, 20.0*v_texturePosition.y));
51 float sn2 = snoise(v_texturePosition);
52 if (sn1 > 1.0 - time*time && sn2 < 2.0*time+0.1)
53 gl_FragColor = vec4(sn, sn, sn, 1.0);
54 else if (time > START )
55 gl_FragColor = ((time-START)/(PART - START))*vec4(sn, sn, sn, 1.0) + (1.0 - (time - START)/(PART - START))*texture2D(leavingSlideTexture, v_texturePosition);
57 gl_FragColor = texture2D(leavingSlideTexture, v_texturePosition);
58 } else if ( time > END ) {
59 gl_FragColor = ((1.0 - time)/(1.0 - END))*vec4(sn, sn, sn, 1.0) + ((time - END)/(1.0 - END))*texture2D(enteringSlideTexture, v_texturePosition);
61 gl_FragColor = vec4(sn, sn, sn, 1.0);
64 /* vim:set shiftwidth=4 softtabstop=4 expandtab: */