Spaces:
Running
Running
| precision highp float; | |
| varying highp vec2 vUv; | |
| varying highp vec2 vL; | |
| varying highp vec2 vR; | |
| varying highp vec2 vT; | |
| varying highp vec2 vB; | |
| uniform sampler2D uVelocity; | |
| void main() { | |
| float L = texture2D(uVelocity, vL).x; | |
| float R = texture2D(uVelocity, vR).x; | |
| float T = texture2D(uVelocity, vT).y; | |
| float B = texture2D(uVelocity, vB).y; | |
| vec2 C = texture2D(uVelocity, vUv).xy; | |
| if(vL.x < 0.0) { | |
| L = -C.x; | |
| } | |
| if(vR.x > 1.0) { | |
| R = -C.x; | |
| } | |
| if(vT.y > 1.0) { | |
| T = -C.y; | |
| } | |
| if(vB.y < 0.0) { | |
| B = -C.y; | |
| } | |
| float div = 0.5 * (R - L + T - B); | |
| gl_FragColor = vec4(div, 0.0, 0.0, 1.0); | |
| } |