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27 lines
693 B
GLSL
27 lines
693 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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void main() {
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float mod_time = u_time*u_x0;
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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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vec3 color = vec3(0.0,0.0,0.0);
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color += vec3(sin(0.7*u_x1*pos.x - cos(u_x0*mod_time)) + cos(0.05*pos.x/(0.1 + abs(cos(mod_time/5.0)))),0.0,0.0);
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color += vec3(sin(0.05*pos.y - cos(mod_time/5.0)) + cos(0.5*pos.y/(0.1 + abs(cos(mod_time/5.0)))),0.0,0.0);
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color += vec3(0.0, 0.0, sin(mod_time));
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gl_FragColor = vec4(color,1.);
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}
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