vec2 texCoord = v_texCoord;
vec2 tc = texCoord.xy;
vec2 p = -1.0 + 1.0 * tc;
float len = length(p);
vec2 uv = tc + (p/len)*cos(len*12.0-time*4.0)*0.003;
vec3 col = texture2D(CC_Texture0,uv).xyz;
gl_FragColor = vec4(col,1.0);
水的效果
最新推荐文章于 2023-06-21 15:56:17 发布