এর প্রাসঙ্গিক আর কোনও কিনা তা আমি জানি না, তবে ডগ উত্তরটি এটি সঠিকভাবে পেয়েছে
আমি কেবল যুক্ত করতে চেয়েছিলাম যে আমি নিজেই অ্যানিমেশনগুলি ঠিক একই সম্পদ ব্যবহার করে গেমটিতে নির্মিত হওয়ায় এটি পুনরায় তৈরি করতে সক্ষম হয়েছিলাম, এখানে একবার দেখুন
মাগনি :
precision highp float;
uniform float uTime;
uniform sampler2D uSampler0;
uniform sampler2D uSampler1;
uniform sampler2D uSampler2;
uniform sampler2D uSampler3;
uniform sampler2D uSampler4;
uniform sampler2D uSampler5;
varying vec2 texCoords;
void main(void) {
float t = uTime;
vec3 mask = texture2D(uSampler1,texCoords).rgb;
vec4 img = texture2D(uSampler0,texCoords);
img.rg*=1.1;
vec2 flow = texture2D(uSampler3,texCoords).gr;
flow.y+=t*3.;
vec4 plas = texture2D(uSampler2,flow*1.2) * mask.r;
plas *= 15.5;
plas *= vec4(0.239, 0.224,0.488,1.);
vec2 ct = texCoords;
ct.y -=t*0.5;
vec4 clouds = texture2D(uSampler4,ct*2.);
float clouds_a = clouds.a;
clouds *= 4.5;
clouds *= vec4(0.275,0.23,0.161,1.);
clouds_a *= mask.b;
img += clouds * mask.b;
img += plas * mask.r ;
img += (sin(t*15.)+1.) * mask.g * vec4(0.239, 0.224,0.488,1.)*2.;
ct.x += t * 0.5;
vec4 clouds_overall = texture2D(uSampler5,ct * 0.5);
clouds_overall *= vec4(0.275,0.23,0.161,1.);
gl_FragColor = img +clouds_overall;
}
Medivh :
precision highp float;
uniform float uTime;
uniform sampler2D uSampler0;
uniform sampler2D uSampler1;
uniform sampler2D uSampler2;
uniform sampler2D uSampler3;
uniform sampler2D uSampler4;
uniform sampler2D uSampler5;
varying vec2 texCoords;
void main(void) {
float t = uTime;
vec2 tc = texCoords;
tc.x-=t*2.;
vec4 mask = texture2D(uSampler1,texCoords);
float bump = texture2D(uSampler4,tc*0.5).r;
vec4 img = texture2D(uSampler0,vec2(texCoords.x,texCoords.y+bump* 0.055 * mask.g));
tc = texCoords;
tc.x-=0.05;
tc.y+= 0.05;
vec2 flow = texture2D(uSampler3,tc).rg;
flow.y+=t;
flow.y*=2.;
vec4 plasma = texture2D(uSampler2,flow*1.5);
plasma.rgb *= vec3(0.52,0.26,0.54);
plasma *= 3.;
flow = texture2D(uSampler5,texCoords).rg;
flow.g+=t;
vec4 plasma2 = texture2D(uSampler2,flow);
plasma2 *= 4.;
plasma2.rgb *= vec3(0.52,0.26,0.54);
gl_FragColor =img+plasma*mask.r+bump*mask.a*0.35+plasma2*mask.b;
}