attribute vec4 in_Position; attribute vec2 in_TextureCoord; varying vec2 v_vTexcoord; void main() { gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * in_Position; v_vTexcoord = in_TextureCoord; } //######################_==_YOYO_SHADER_MARKER_==_######################@~ varying vec2 v_vTexcoord; uniform vec2 velo; void main() { vec4 velocity = texture2D(gm_BaseTexture, v_vTexcoord); velocity.xy *= velo.xy; gl_FragColor = velocity; }