uniform vec2 uOverrideDir;
uniform float uTime;
uniform float uGlitchStrength;
+uniform vec2 uClampUv;
in vec2 aUv;
vec2 vdir = texture( uTexMotion, vuv ).xy * uBlurStrength + uOverrideDir;
- vec4 vcolour0 = texture( uTexMain, vuv + vdir*vrand.x );
- vec4 vcolour1 = texture( uTexMain, vuv + vdir*vrand.y );
- vec4 vcolour2 = texture( uTexMain, vuv + vdir*vrand1.x );
- vec4 vcolour3 = texture( uTexMain, vuv + vdir*vrand1.y );
+ vec4 vcolour0 = texture( uTexMain, min(vuv + vdir*vrand.x,uClampUv) );
+ vec4 vcolour1 = texture( uTexMain, min(vuv + vdir*vrand.y,uClampUv) );
+ vec4 vcolour2 = texture( uTexMain, min(vuv + vdir*vrand1.x,uClampUv) );
+ vec4 vcolour3 = texture( uTexMain, min(vuv + vdir*vrand1.y,uClampUv) );
FragColor = ( vcolour0 + vcolour1 + vcolour2 + vcolour3 ) * 0.25;
}