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test
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@@ -3,7 +3,7 @@ varying vec2 vUV;
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uniform float width, height;
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uniform float width, height;
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uniform float time;
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uniform float time;
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uniform sampler2D tex;
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uniform sampler2D tex;
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// uniform sampler2D bloomTex;
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uniform sampler2D bloomTex;
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void main() {
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void main() {
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@@ -13,10 +13,10 @@ void main() {
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vec2 iResolution = vec2(width,height);
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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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vec2 cp = -1.0 + 2.0 * gl_FragCoord.xy / iResolution.xy;
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float cl = length(cp);
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float cl = length(cp);
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vec2 uv = gl_FragCoord.xy / iResolution.xy + (cp / cl / 10.) * cos(cl * 1.0 - time * 5.0) * 0.8;
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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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// vec4 col=smoothstep(0.1,.91,texture2D(color).xyz);
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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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vec3 col = texture2D(tex, uv).xyz + texture2D(bloomTex, uv).xyz;;
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