19 lines
595 B
Plaintext
19 lines
595 B
Plaintext
uniform sampler2D displacementMap;
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uniform highp float displacementSize;
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uniform highp vec4 displacementUV;
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varying highp vec2 displacementUVOut;
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void vertex() {
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displacementUVOut = mix(displacementUV.xy, displacementUV.zw, tCoord2);
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}
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void fragment() {
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highp vec4 displacementSample = texture2D(displacementMap, displacementUVOut);
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highp vec2 displacementValue = (displacementSample.xy - vec2(128.0 / 255.0)) / (1.0 - 128.0 / 255.0);
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COLOR = zTexture(UV + displacementValue * TEXTURE_PIXEL_SIZE * displacementSize * vec2(1.0, -1.0));
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COLOR.a *= displacementSample.a;
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}
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