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@ -1,8 +1,10 @@ |
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#version 120 |
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uniform vec2 u_resolution; |
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uniform vec2 u_resolution; |
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uniform float u_time; |
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uniform float u_time; |
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uniform sampler2D source; |
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uniform sampler2D source; |
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uniform float u_mouse; |
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uniform float u_mouse; |
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uniform float value = 0.2; |
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uniform float value = 0.2; |
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uniform int octaves=8; |
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float random (in vec2 st) { |
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float random (in vec2 st) { |
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return fract(sin(dot(st.xy, |
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return fract(sin(dot(st.xy, |
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@ -26,7 +28,7 @@ float noise(in vec2 st) { |
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(d - b) * u.x * u.y; |
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(d - b) * u.x * u.y; |
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} |
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} |
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float fbm(in vec2 st, int octaves=8) { |
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float fbm(in vec2 st) { |
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float v = 0.0; |
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float v = 0.0; |
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float a = 0.5; |
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float a = 0.5; |
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vec2 shift = vec2(100.0); |
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vec2 shift = vec2(100.0); |
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@ -47,7 +49,7 @@ void main() { |
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vec3 color = vec3(0.0); |
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vec3 color = vec3(0.0); |
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float speed = u_time * 10.0; |
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float speed = u_time * 10.0; |
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float value = cos(u_time) * cos(u_time); |
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float value = 0.8; // cos(u_time) * cos(u_time); |
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vec2 q = vec2(0.0); |
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vec2 q = vec2(0.0); |
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q.x = fbm(st + 0.00 * speed); |
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q.x = fbm(st + 0.00 * speed); |
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