Texture techniques #2
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#define PI 3.1415926535
#define BPM 130.0
varying vec2 v_uv;
uniform float u_time;
uniform vec2 u_resolution;
uniform sampler2D u_texturemap;
void main()
{
vec4 sample1 = texture2D(u_texturemap, v_uv);
vec2 uv = v_uv * 2.0 - 1.0;
uv.y += u_time * 0.001;
float line = smoothstep(
-1.0,
0.001,
sin(uv.y * u_resolution.y)
);
vec3 color = mix(vec3(0.0), sample1.xyz, line);
gl_FragColor = vec4(color, 1.0);
}