From d4ca478ad313c6c20834e410ba14ad3a5e7b20bf Mon Sep 17 00:00:00 2001
From: hwc487
Date: Tue, 12 Jun 2012 10:28:26 -0700
Subject: Material cleanup & bug fixes.

---
 assets/shaders/Star.frag.glsl | 11 +++++++----
 1 file changed, 7 insertions(+), 4 deletions(-)

(limited to 'assets/shaders/Star.frag.glsl')

diff --git a/assets/shaders/Star.frag.glsl b/assets/shaders/Star.frag.glsl
index f63fe605..f61f43c9 100644
--- a/assets/shaders/Star.frag.glsl
+++ b/assets/shaders/Star.frag.glsl
@@ -3,6 +3,7 @@ precision highp float;
 #endif
 
 uniform float u_time;
+uniform float u_speed;
 uniform vec2 u_resolution;
 uniform sampler2D u_tex0;
 
@@ -10,17 +11,19 @@ void main(void)
 {
     vec2 uv;
 
+	float time = u_time * u_speed;
+
     vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
     float a = atan(p.y,p.x);
     float r = sqrt(dot(p,p));
-    float s = r * (1.0+0.8*cos(u_time*1.0));
+    float s = r * (1.0+0.8*cos(time*1.0));
 
-    uv.x =          .02*p.y+.03*cos(-u_time+a*3.0)/s;
-    uv.y = .1*u_time +.02*p.x+.03*sin(-u_time+a*3.0)/s;
+    uv.x =          .02*p.y+.03*cos(-time+a*3.0)/s;
+    uv.y = .1*time +.02*p.x+.03*sin(-time+a*3.0)/s;
 
     float w = .9 + pow(max(1.5-r,0.0),4.0);
 
-    w*=0.6+0.4*cos(u_time+3.0*a);
+    w*=0.6+0.4*cos(time+3.0*a);
 
     vec3 col =  texture2D(u_tex0,uv).xyz;
 
-- 
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