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aspect ratio
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60
learning/colors/main.frag
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60
learning/colors/main.frag
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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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float bounceOut(float x) {
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const float a = 4.0 / 11.0;
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const float b = 8.0 / 11.0;
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const float c = 9.0 / 10.0;
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const float ca = 4356.0/361.0;
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const float cb = 35442.0 / 1805.0;
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const float cc = 16061.0/1805.0;
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float x2 = x*x;
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return x < a
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? 7.5625 * x2
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: x < b
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? 9.075 * x2 - 9.9 * x + 3.4
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: x < c
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? ca * x2 - cb * x + cc
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: 10.8 * x * x - 20.52 * x + 10.72;
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}
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float bounceIn(float x) {
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return 1.0 - bounceOut(1.0 - x);
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}
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float bounceInOut(float x) {
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return x < 0.5
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? 0.5 * (1.0 - bounceOut(1.0 - x * 2.0))
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: 0.5 * bounceOut(x * 2.0 - 1.0) + 0.5;
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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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vec3 red = vec3(1.0,0.0,0.0);
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red.x = 1.0;
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red.y = 0.0;
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red.z = 0.0;
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// red.x = red.r = red.s = red[0] (red.s comes from red.stpq, instead of red.rgba or red.xyzw)
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// red.xy = vec2(1.0, 0.0) (this sets 2 of the values for red)
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// red.grb = vec2(0.0,1.0,0.0) (you can mix and match these to switch the order)
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// magenta = red.rgr (it also works for assigning and repeating, in this case repeating the red value for r and b)
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vec3 blue = red.ggr;
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float pct = (sin(u_time) + 1.0) / 2.0;
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pct = bounceInOut(pct);
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vec3 color = mix(red,blue,pct);
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gl_FragColor = vec4(color, 1.0);
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}
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