water.vs 321 B

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  1. #version 120
  2. uniform float time = 1.0;
  3. void main(void)
  4. {
  5. const float sinWidth = 0.04;
  6. const float sinHeight = 0.02;
  7. const float timeMulti = 3.0;
  8. float val = (sin(gl_FragCoord.x * sinWidth + time * timeMulti) + sin(gl_FragCoord.y * sinHeight + time * timeMulti)) * 0.3 + 0.5;
  9. gl_FragColor = vec4(vec3(val), 1.0);
  10. }