clouds.fs 399 B

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  1. #version 120
  2. uniform sampler2D cloud_texture;
  3. uniform vec3 cloud_color;
  4. uniform vec3 cloud_light;
  5. uniform float time;
  6. uniform float wind;
  7. uniform float opacity;
  8. varying vec2 fTexcoord;
  9. void main() {
  10. float speed = 0.0025 * wind;
  11. vec2 coords = vec2(fTexcoord.x + time * speed, 1-fTexcoord.y);
  12. gl_FragColor = vec4(cloud_light * cloud_color, opacity) * texture2D(cloud_texture, coords);
  13. }