dynamic-graph-0.1.0.5: shaders/waterfall.frag
#version 110
uniform sampler2D texture;
uniform sampler2D colorMap;
varying vec2 f_coord;
uniform float offset;
uniform float scale;
void main() {
float intensity = texture2D(texture, f_coord).r;
gl_FragColor = texture2D(colorMap, vec2(intensity * scale + offset, 0));
}