23 lines
481 B
GLSL
23 lines
481 B
GLSL
uniform vec2 resolution;
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uniform float time;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform sampler2D tex3;
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void main(void)
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{
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vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
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vec2 uv;
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float a = atan(p.y,p.x);
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float r = sqrt(dot(p,p));
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uv.x = cos(0.6+time) + cos(cos(1.2+time)+a)/r;
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uv.y = cos(0.3+time) + sin(cos(2.0+time)+a)/r;
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vec3 col = texture2D(tex0,uv*.25).xyz;
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gl_FragColor = vec4(col*r*r,1.0);
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}
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