Lighthouse Zoom In
WebGL Shader
This page includes the GLSL shader source code to zoom in. The example zooms into a photograph of a lighthouse.
Vertex Shader
attribute vec4 a_position; attribute vec2 a_tex_coord0; varying vec2 v_tex_coord0; uniform float uf_time; uniform mat4 um4_matrix; uniform mat4 um4_pmatrix; void main(void) { vec2 tex_coord = a_tex_coord0; // Adjust the amount // of zoom per frame. float f_time = uf_time * 0.75; if (tex_coord.s == 1.0){ tex_coord.s -= f_time; } else { tex_coord.s += f_time; } if (tex_coord.t == 1.0){ tex_coord.t -= f_time; } else { tex_coord.t += f_time; } gl_Position = um4_pmatrix * um4_matrix * a_position; v_tex_coord0 = tex_coord; }
Fragment Shader
precision mediump float; uniform sampler2D u_sampler0; varying vec2 v_tex_coord0; void main(void) { gl_FragColor = texture2D(u_sampler0, v_tex_coord0); }
Texture Map
Summary
This example applies WebGL shaders to zoom into a photograph of a lighthouse.
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