Add thingy.glsl
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33
thingy.glsl
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33
thingy.glsl
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#ifdef GL_ES
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precision mediump float;
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#extension GL_OES_standard_derivatives : enable
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#endif
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uniform float time;
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uniform vec2 mouse;
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uniform vec2 resolution;
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void main( void ) {
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vec2 p = 2.0*( gl_FragCoord.xy / resolution.xy ) -1.0;
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p.x *= resolution.x/resolution.y;
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vec3 col = vec3(0);
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float ang = time*0.1;
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//p = vec2(p.x*cos(ang)-p.y*sin(ang),p.x*sin(ang)+p.y*cos(ang));
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vec2 op = p;//*sin(time*0.1);
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for (int i = 0; i < 100; i++) {
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p = op;
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p.x = mod(p.x+2.0+0.25*time, 4.0)-2.0;
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p.y = -abs(p.y)+0.8;
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float k = float(i)+time*10.0;
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float d = abs(p.y+0.5*smoothstep(0.0,1.0,p.x-mouse.x*0.0+0.0)-0.5*smoothstep(0.0,1.0,p.x+2.0));
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col += vec3(sin(k),sin(k+2.0),sin(k+3.0))*6.0/(1.0+300.0*d)/(1.0+0.05*float(i));
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//if (d < 0.005) col += vec3(1)/(1.0+0.3*float(i));
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op *= 1.05;
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float ang = 0.05;
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op = vec2(op.x*cos(ang)-op.y*sin(ang),op.x*sin(ang)+op.y*cos(ang));
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}
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col *= 0.3;
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gl_FragColor = vec4(col, 1.0);
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}
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