#version 120 varying vec4 passColour; varying vec3 passNormal; uniform sampler2D textureIn; uniform int millis; void main() { vec4 texture = texture2D(textureIn, gl_TexCoord[0].st); float t = gl_TexCoord[0].t; t = clamp(t, 10.0f/1024.0f, 410.0f/1024.0f); float index = mod(millis/30.0f-t*1024.0f, 1024.0f); float xIndex = mod(index, 1024.0f); float yIndex = mod(gl_TexCoord[0].s*1024.0f+millis/500.0f, 421.0f)+421.0f; vec3 lava = texture2D(textureIn, vec2(xIndex/1024.0f, yIndex/1024.0f)).xyz; float factor = (lava.r / 0.65f)*(lava.r / 0.65f); lava.r += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f+sin(mod(millis/500.0f, 6.28f))*factor*0.15f; lava.g += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f; lava.b += sin(mod(millis/2000.0f, 6.28f))*factor*0.15f; gl_FragColor = vec4(texture.rgb*texture.a + lava*(1.0f-texture.a), 1.0f) * passColour; vec3 fakeSunNormal = normalize(vec3(0.2f,1.0f,-0.2f)); vec3 normNormal = normalize(passNormal); float shading = max(0.6f, dot(fakeSunNormal, normNormal)); gl_FragColor = vec4(gl_FragColor.rgb*shading, gl_FragColor.a); }