1 precision mediump float;
3 const float kStepsilon = 1e-2;
5 uniform sampler2D sColor;
6 uniform sampler2D sFlowMap;
16 vec4 colorAlpha = texture2D(sColor, vUv);
17 float flow = smoothstep(.5 - kStepsilon, .5 + kStepsilon, clamp(uFlow + texture2D(sFlowMap, vUvFlow).r, 0., 1.));
19 gl_FragColor = vec4(mix(colorAlpha.rgb, mix(uRgb[0], uRgb[1], flow), colorAlpha.a), 1.);