supercell-wx/scwx-qt/gl/radar.frag

27 lines
539 B
GLSL

#version 330 core
// Lower the default precision to medium
precision mediump float;
uniform sampler1D uTexture;
uniform uint uDataMomentOffset;
uniform float uDataMomentScale;
uniform bool uCFPEnabled;
in float dataMoment;
in float cfpMoment;
layout (location = 0) out vec4 fragColor;
void main()
{
float texCoord = (dataMoment - float(uDataMomentOffset)) / uDataMomentScale;
if (uCFPEnabled && cfpMoment > 8u)
{
texCoord = texCoord - float(cfpMoment - 8u) / 2.0f;
}
fragColor = texture(uTexture, texCoord);
}