view shaders/default.f.glsl @ 1170:9170fc4d9835

Don't adjust cycles every frame. Only when we start getting close to UINT_MAX. Don't adjust all the way down to zero when we do adjust. Shouldn't fix anything, but may make debugging current issues easier.
author Michael Pavone <pavone@retrodev.com>
date Sun, 15 Jan 2017 22:54:01 -0800
parents 0820a71b80f3
children b1147418254a
line wrap: on
line source

#version 110

uniform sampler2D textures[2];

varying vec2 texcoord;

void main()
{
	gl_FragColor = mix(
		texture2D(textures[0], texcoord),
		texture2D(textures[1], vec2(texcoord.x, texcoord.y - 1.0/512.0)),
		sin((texcoord.y * 512.0 - 0.75) * 3.14159265359) / 2.0 + 0.5
	);
}