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@@ -2,6 +2,9 @@ precision mediump float;
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varying vec2 vUV;
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uniform float width, height;
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uniform float time;
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uniform float intensity;
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uniform float centerW;
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uniform float centerH;
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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@@ -10,10 +13,22 @@ void main() {
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// gl_FragColor = texture2D(tex, vUV);
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// vec4 color = texture2D(bloomTex, vUV) + texture2D(tex, vUV);
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vec2 iResolution = vec2(width,height);
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vec2 cp = -1.0 + 2.0 * gl_FragCoord.xy / iResolution.xy;
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// float intensity = 0.1;
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vec2 iResolution = vec2(height,width);
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//vec2 cp = -1. + 2. * gl_FragCoord.xy / iResolution.xy;
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//cp = -1. + 2. * vec2(centerW, centerH) / iResolution.xy;
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vec2 cp = vec2(
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-1. + 2.* gl_FragCoord.x /iResolution.x + -1.+ 2.*(iResolution.x-centerW)/iResolution.x,
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-1. + 2.* gl_FragCoord.y /iResolution.y//gl_FragCoord.y //-1. + 2.*(gl_FragCoord.y)/iResolution.y + -1.+ 2.*(iResolution.y-centerH)/iResolution.y
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);
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// cp.y = 1. - cp.y - 2. * centerH/iResolution.y;
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float cl = length(cp);
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vec2 uv = gl_FragCoord.xy / iResolution.xy + (cp / cl/3.) * sin(cl * 1.0 - time * 4.) * 0.3;
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vec2 uv = gl_FragCoord.xy / iResolution.xy + (cp / cl / 4. ) * sin(cl*10. - time * 12.) * intensity*.5;
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// vec4 col=smoothstep(0.1,.91,texture2D(color).xyz);
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vec3 col = texture2D(tex, uv).xyz + texture2D(bloomTex, uv).xyz;;
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