demo
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18
shaders/plasma.frag
Normal file
18
shaders/plasma.frag
Normal file
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#version 100
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precision mediump float;
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uniform float u_time;
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uniform vec2 u_resolution;
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void main() {
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vec2 uv = gl_FragCoord.xy / u_resolution.xy;
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float v = 0.0;
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vec2 c = uv * 5.0 - vec2(2.5);
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v += sin((c.x + u_time));
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v += sin((c.y + u_time) / 2.0);
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v += sin((c.x + c.y + u_time) / 2.0);
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c += vec2(sin(u_time / 3.0), cos(u_time / 2.0));
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v += sin(sqrt(c.x * c.x + c.y * c.y + 1.0) + u_time);
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v = v / 2.0;
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vec3 col = vec3(sin(v * 3.14159), sin(v * 3.14159 + 2.09439), sin(v * 3.14159 + 4.18879));
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gl_FragColor = vec4(col * 0.5 + 0.5, 1.0);
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}
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