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https://github.com/Rezmason/matrix.git
synced 2026-04-17 05:49:30 -07:00
Whitespace fixes.
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@@ -16,38 +16,38 @@ varying vec3 vChannel;
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varying vec4 vGlyph;
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highp float rand( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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void main() {
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vUV = (aPosition + aCorner) * quadSize;
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vGlyph = texture2D(lastState, aPosition * quadSize);
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vUV = (aPosition + aCorner) * quadSize;
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vGlyph = texture2D(lastState, aPosition * quadSize);
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float quadDepth = 0.0;
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if (volumetric && !showComputationTexture) {
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quadDepth = fract(vGlyph.b + time * animationSpeed * forwardSpeed);
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vGlyph.b = quadDepth;
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}
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vec2 position = (aPosition + aCorner * vec2(density, 1.)) * quadSize;
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vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
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float quadDepth = 0.0;
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if (volumetric && !showComputationTexture) {
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quadDepth = fract(vGlyph.b + time * animationSpeed * forwardSpeed);
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vGlyph.b = quadDepth;
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}
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vec2 position = (aPosition + aCorner * vec2(density, 1.)) * quadSize;
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vec4 pos = vec4((position - 0.5) * 2.0, quadDepth, 1.0);
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vChannel = vec3(1.0, 0.0, 0.0);
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vChannel = vec3(1.0, 0.0, 0.0);
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if (volumetric) {
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if (rand(vec2(aPosition.x, 0)) < resurrectingCodeRatio) {
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pos.y = -pos.y;
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vChannel = vec3(0.0, 1.0, 0.0);
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}
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if (volumetric) {
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if (rand(vec2(aPosition.x, 0)) < resurrectingCodeRatio) {
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pos.y = -pos.y;
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vChannel = vec3(0.0, 1.0, 0.0);
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}
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pos.x /= glyphHeightToWidth;
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pos.x /= glyphHeightToWidth;
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pos = camera * transform * pos;
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} else {
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pos.xy *= screenSize;
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}
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pos = camera * transform * pos;
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} else {
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pos.xy *= screenSize;
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}
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gl_Position = pos;
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gl_Position = pos;
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}
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