Mercurial > repos > blastem
view shaders/default.f.glsl @ 1340:101b5ce682fe
Fix some inconsequential issues in code for executable memory allocation noticed while tracking down a different issue
author | Michael Pavone <pavone@retrodev.com> |
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date | Thu, 04 May 2017 21:00:25 -0700 |
parents | b1147418254a |
children | f9fbd0d16df2 |
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#version 110 uniform sampler2D textures[2]; varying vec2 texcoord; void main() { gl_FragColor = mix( texture2D(textures[0], texcoord), texture2D(textures[1], vec2(texcoord.x, texcoord.y - 1.0/1024.0)), sin((texcoord.y * 1024.0 - 0.75) * 3.14159265359) / 2.0 + 0.5 ); }