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26 lines
682 B
GLSL
26 lines
682 B
GLSL
precision mediump float;
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varying vec2 vUV;
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uniform float aspectRatio;
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uniform float time;
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uniform vec3 clicks[5];
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uniform sampler2D tex;
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uniform sampler2D bloomTex;
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void main() {
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float total = 0.0;
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for (int i = 0; i < 5; i++) {
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vec3 click = clicks[i];
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float distanceToClick = length((click.xy - vUV) * vec2(aspectRatio, 1.0));
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total += (1.0 - distanceToClick)
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* sin(distanceToClick * 50.0 - time * 12.0)
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* pow(1.0 - min(1.0, (time - click.z) / 3.0), 2.0);
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}
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total *= 0.2;
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vec2 uv = vUV + total * 0.03;
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gl_FragColor = vec4(mix(vec3(0.0), vec3(0.3, 1.0, 0.2), texture2D(tex, uv).r + texture2D(bloomTex, uv).r * 0.5), 1.0);
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// gl_FragColor = vec4(uv, 0.5, 1.0);
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}
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