Add WIP shaders
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07d6d1dee5
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64
blobs.glsl
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64
blobs.glsl
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// By @paulofalcao
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//
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// Blobs
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#ifdef GL_ES
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precision highp float;
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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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float makePoint(float x,float y,float fx,float fy,float sx,float sy,float t){
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float xx=x+tan(t*fx)*sx;
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float yy=y+sin(t*fy)*sy;
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return 1.0/sqrt(xx*xx+yy*yy);
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}
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void main( void ) {
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vec2 p=(gl_FragCoord.xy/resolution.x)*2.0-vec2(1.0,resolution.y/resolution.x);
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p=p*2.0;
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float x=p.x;
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float y=p.y;
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float a=
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makePoint(x,y,3.3,2.9,0.3,0.3,time);
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a=a+makePoint(x,y,1.9,2.0,0.4,0.4,time);
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a=a+makePoint(x,y,0.8,0.7,0.4,0.5,time);
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a=a+makePoint(x,y,2.3,0.1,0.6,0.3,time);
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a=a+makePoint(x,y,0.8,1.7,0.5,0.4,time);
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a=a+makePoint(x,y,0.3,1.0,0.4,0.4,time);
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a=a+makePoint(x,y,1.4,1.7,0.4,0.5,time);
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a=a+makePoint(x,y,1.3,2.1,0.6,0.3,time);
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a=a+makePoint(x,y,1.8,1.7,0.5,0.4,time);
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float b=
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makePoint(x,y,1.2,1.9,0.3,0.3,time);
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b=b+makePoint(x,y,0.7,2.7,0.4,0.4,time);
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b=b+makePoint(x,y,1.4,0.6,0.4,0.5,time);
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b=b+makePoint(x,y,2.6,0.9,0.6,0.3,time);
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b=b+makePoint(x,y,0.7,1.4,0.5,0.4,time);
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b=b+makePoint(x,y,0.7,1.7,0.4,0.4,time);
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b=b+makePoint(x,y,0.8,0.5,0.4,0.5,time);
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b=b+makePoint(x,y,1.4,0.7,0.6,0.3,time);
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b=b+makePoint(x,y,0.7,1.3,0.5,0.4,time);
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float c=
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makePoint(x,y,3.7,0.3,0.3,0.3,time);
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c=c+makePoint(x,y,1.9,1.3,0.4,0.4,time);
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c=c+makePoint(x,y,0.8,0.9,0.4,0.5,time);
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c=c+makePoint(x,y,1.2,1.7,0.6,0.3,time);
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c=c+makePoint(x,y,0.3,0.6,0.5,0.4,time);
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c=c+makePoint(x,y,0.3,0.3,0.4,0.4,time);
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c=c+makePoint(x,y,1.4,0.8,0.4,0.5,time);
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c=c+makePoint(x,y,0.2,0.6,0.6,0.3,time);
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c=c+makePoint(x,y,1.3,0.5,0.5,0.4,time);
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vec3 d=vec3(a,b,c)/32.0;
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gl_FragColor = vec4(d.x,d.y,d.z,1.0);
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}
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