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figured out how to create the outline, took me a while, spend a bunch of time multing 2 vecs without understanding the result
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@@ -38,17 +38,23 @@ void main() {
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//even simpler
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//even simpler
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vec2 box = step(vec2(0.4, 0.25), st)-step(vec2(0.6,0.75), st);
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vec2 box = step(vec2(0.4, 0.25), st)-step(vec2(0.6,0.75), st);
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float r = sin(u_time/20.0);
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//trying to make an outline
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float g = sin(u_time/30.0);
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vec2 smallerbox = step(vec2(0.401, 0.251), st)-step(vec2(0.599,0.749), st);
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float b = sin(u_time);
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//box = box * (vec2(1.0)-smallerbox);
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//i don't understand these results, but when subtracting after the x and y are extracted it works (see next line)
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float val = (box.x * box.y) - (smallerbox.x * smallerbox.y);
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float r = (1.0+sin(u_time+20.0))/2.0;
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float g = (1.0+sin(u_time+50.0))/2.0;
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float b = (1.0+sin(u_time))/2.0;
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//float mod = distance(stm, vec2(0.5));
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//float mod = distance(stm, vec2(0.5));
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float mod = 1.0;
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float mod = 1.0;
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color.r = r*mod;
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color.r = r*mod;
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color.g = g*mod;
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color.g = g*mod;
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color.b = b*mod;
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color.b = b*mod;
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color = color;
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color = color;
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gl_FragColor = vec4(color, val);
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gl_FragColor = vec4(color, box.x*box.y);
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}
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}
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