#define HIGHP uniform sampler2D u_texture; uniform vec2 u_texsize; uniform vec2 u_invsize; uniform float u_time; uniform float u_dp; uniform vec2 u_offset; varying vec2 v_texCoords; void main(){ vec2 T = v_texCoords.xy; vec2 coords = (T * u_texsize) + u_offset; vec4 color = texture2D(u_texture, T); vec2 v = u_invsize; vec4 maxed = max(max(max( texture2D(u_texture, T + vec2(0, 2.0) * v), texture2D(u_texture, T + vec2(0, -2.0) * v)), texture2D(u_texture, T + vec2(2.0, 0) * v)), texture2D(u_texture, T + vec2(-2.0, 0) * v)); color.a *= (0.5 + abs(sin(u_time / 15.0)) * .05 + 0.2 * (step(mod(coords.x / u_dp + coords.y / u_dp + u_time / 4.0, 10.0), 3.0))); gl_FragColor = color; }