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huh
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@@ -7,14 +7,6 @@ uniform float u_time;
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#define PI 3.14159265359
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const vec3 uAColor = vec3(.0,.5,.5);
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const vec3 uBColor = vec3(.0,.5,.5);
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const vec3 uCColor = vec3(0.,.5,.333);
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const vec3 uDColor = vec3(.0,.5,.667);
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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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//2d perlin noise fn via stegu/webgl-noise
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vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
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@@ -105,25 +97,47 @@ float pnoise(vec2 P, vec2 rep)
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return 2.3 * n_xy;
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}
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const vec3 uAColor = vec3(.821,.328,.242);
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const vec3 uBColor = vec3(.659,.481,.896);
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const vec3 uCColor = vec3(.612,.340,.296);
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const vec3 uDColor = vec3(2.82,3.026,-.273);
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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 stroke(in float x_coor, float s, float width){
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float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5);
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return clamp(d, 0.,1.);
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}
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float circleSDF(vec2 st) { return length(st-.5)*2.; }
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float triSDF(vec2 st) {
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st = (st*2.-1.)*2.;
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return max(abs(st.x)*.866025+st.y*.5,-st.y*.5);
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}
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vec2 rotate(vec2 st, float a) {
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st = mat2(cos(a),-sin(a),sin(a),cos(a))*(st-.5);
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return st+.5;
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution;
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float color = sin(u_time)*cos(u_time)/u_time*st.x;
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st.x *= u_resolution.x/u_resolution.y;
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st = st -.5;
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st *= 2.;
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// vec3 color = vec3(0.0,0.0,0.0);
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float color = 0.;
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float d = length(st);
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float alpha = 1.0;
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vec2 off = vec2(.2);
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float md = sin(u_time);
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int it = 8;
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for (int i = 0; i<it; i++) {
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color += stroke(circleSDF(st+(off*vec2(sin(u_time/md),cos(u_time/md)))), .3,(.1*abs(sin(u_time/md))));
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md *=2.;
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}
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color *= pnoise(st+(10000.*cos(u_time)),st*sin(u_time));
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gl_FragColor = vec4(cosPalette(color), alpha);
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float s = u_time*8.;
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float f_amount = 4.;
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vec2 f_st = fract(st*f_amount);
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f_st = rotate(f_st,dot(st,st)+(s*d));
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float t = triSDF(f_st);
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//color += stroke(t, .5,.1);
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color += stroke(t, .8,.2);
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color *= pnoise(st*s, f_st*s)+.5;
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gl_FragColor = vec4(vec3(color), alpha);
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}
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