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ok, kben er
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experiments/exercises/TEST.png
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experiments/exercises/TEST.png
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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#define PI 3.14159265359
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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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void main() {
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vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y;
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vec3 color = vec3(0.0,0.0,0.0);
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float alpha = 1.0;
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float sp = u_time/8.;
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float m = step(mod(sp*10.,2.),1.);
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vec2 st2 = st;
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//vec2 st2 = fract(st*10.)-.5;
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vec2 u = vec2(1.);
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u.x = step(mod(st2.y*10.,2.),1.)*2.-1.;
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u.y = step(mod(st2.x*10.,2.),1.)*2.-1.;
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st2.x += u.x*fract(sp*m);
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st2.y += u.y*fract(sp*(1.-m));
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st2 = fract(st2*10.)-.5;
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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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gl_FragColor = vec4(color, alpha);
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}
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uniform vec2 iResolution;
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uniform float iTime;
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float fi(float x,float s){return 1.-step(s, x);}
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float cs(vec2 s){return length(s);}
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void main(){vec2 st=(gl_FragCoord.xy*2.-iResolution.xy)/iResolution.y; vec3 co=vec3(0.0);float sp=iTime/8.;float m=step(mod(sp*10.,2.),1.);vec2 st2=st;vec2 u=vec2(1.);u.x=step(mod(st2.y*10.,2.),1.)*2.-1.;u.y=step(mod(st2.x*10.,2.),1.)*2.-1.;st2.x+=u.x*fract(sp*m);st2.y+=u.y*fract(sp*(1.-m));st2=fract(st2*10.)-.5;st2*=2.;float c=(cs(st2));float c2=(c);co+=fi(c,.2);co+=fi(min(c,c2),.5);gl_FragColor=vec4(co, 1.);}
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