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@@ -14,6 +14,16 @@
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uniform float iTime;
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uniform vec2 iResolution;
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const vec3 uAColor = vec3(.5,.5,.5);
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const vec3 uBColor = vec3(.5,.5,.5);
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const vec3 uCColor = vec3(1.,1.,1.);
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const vec3 uDColor = vec3(.0,.33,.67);
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//get colors from http://dev.thi.ng/gradients/
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vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); }
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float fill(float x, float size) { return 1.-step(size, x); }
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float circleSDF(vec2 st) { return length(st); }
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@@ -35,9 +45,12 @@
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st2 *= 2.;
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float circle = (circleSDF(st2));
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float circle2 = (circle);
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color += fill(circle,.2);
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color += fill(min(circle,circle2),.5);
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float c = 0.;
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c += fill(circle,.2);
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c += fill(min(circle,circle2),.5);
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float sx = sin(st.x*iTime)/2. +1.;
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float sy = cos(st.y*iTime/2.)/2. +1.;
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color = cosPalette(((sx+sy+iTime))/2.)*(step(1.,c)*.9 + .1);
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gl_FragColor = vec4(color, alpha);
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}
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</script>
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