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41 lines
992 B
41 lines
992 B
uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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uniform sampler2D texture;
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vec2 random2(vec2 p) {
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return fract(sin(vec2(dot(p,vec2(127.1,311.7)),dot(p,vec2(269.5,183.3))))*43758.5453);
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}
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void main() {
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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);
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st *= 3.0;
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vec2 i_st = floor(st);
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vec2 f_st = fract(st);
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float m_dist = 1.0;
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for(int y = -1; y <= 1; y++) {
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for(int x = -1; x <= 1; x++) {
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vec2 neighbor = vec2(float(x), float(y));
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vec2 point = random2(i_st + neighbor);
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point = 0.5 + 0.5*sin(u_time + 6.2831 * point);
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vec2 diff = neighbor + point - f_st;
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float dist = length(diff);
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m_dist = min(m_dist, dist);
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}
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}
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color += m_dist;
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color += 1.0 - step(0.02, m_dist);
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color += step(1.0, f_st.x) + step(1.0, f_st.y);
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vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
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gl_FragColor = gl_Color * vec4(color / 0.8, 1.0) * pixel;
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}
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