Add wave.glsl
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wave.glsl
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20
wave.glsl
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#ifdef GL_ES
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precision mediump float;
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#endif
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// mods by dist, shrunk slightly by @danbri
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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 uPos = ( gl_FragCoord.xy / resolution.xy );//normalize wrt y axis
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uPos -= .5;
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vec3 color = vec3(0.0);
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for( float i = 0.; i < 6.; ++i ) {
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uPos.y += sin( uPos.x*(i) + (time * i * i * .1) ) * 0.3;
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float fTemp = abs(1.0 / uPos.y / 50.0);
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//vertColor += fTemp;
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color += (.5 + .5 * sin(i+time * 5.)) * vec3( fTemp*(3.0-i)/7.0, fTemp*i/10.0, pow(fTemp,1.0)*1.0 );
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}
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gl_FragColor = vec4(color, 5.0);
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}
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