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Running
| precision highp float; | |
| varying vec2 vL; | |
| varying vec2 vR; | |
| varying vec2 vT; | |
| varying vec2 vB; | |
| uniform sampler2D uVelocity; | |
| void main() { | |
| float L = texture2D(uVelocity, vL).y; | |
| float R = texture2D(uVelocity, vR).y; | |
| float T = texture2D(uVelocity, vT).x; | |
| float B = texture2D(uVelocity, vB).x; | |
| float vorticity = R - L - T + B; | |
| gl_FragColor = vec4(vorticity, 0.0, 0.0, 1.0); | |
| } |