Setting the texture wrapping mode with
glTexParameteri(TextureID, L_TEXTURE_WRAP_S, GL_REPEAT)
Add a floating shape with a name Timeto your texture shader
Use something like this texture2D(sampler, u + Time, v)when extracting a texture sample.
Update the formula Timeusing some timer in your code.
Here's the GLSL shader:
in vec4 in_Vertex;
in vec4 in_TexCoord;
uniform mat4 ModelViewMatrix;
uniform mat4 ProjectionMatrix;
out vec2 TexCoord;
void main()
{
gl_Position = ProjectionMatrix * ModelViewMatrix * in_Vertex;
TexCoord = vec2( in_TexCoord );
}
in vec2 TexCoord;
uniform sampler2D Texture0;
uniform float Time;
out vec4 out_FragColor;
void main()
{
out_FragColor = texture( Texture0, vec2(TexCoord.x + Time, TexCoord.y) );
}
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