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27 lines
640 B
GLSL
27 lines
640 B
GLSL
//0-input
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//written by Ben Caldwell
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform float u_x0;
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uniform float u_x1;
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uniform float u_x2;
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uniform float u_x3;
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void main() {
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vec3 color = vec3(0.0,0.0,0.0);
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vec2 pos = gl_FragCoord.xy;
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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st.x *= u_resolution.x/u_resolution.y;
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color += vec3(u_x0*sign(sin(0.05*pos.x - u_time + sin(0.05*pow(pos.y,(0.7 + u_x1)) - u_time))),0.,0.);
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color += vec3(0., 0., sign(cos(0.05*pos.x*u_x2 - 2.0*u_time + 5.0*u_x3*sin(0.05*pos.y - 2.0*u_time))));
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gl_FragColor = vec4(color,1.);
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}
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