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Magnus 'Bagzy' Thor MagnusThor

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uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
uniform sampler2D iChannel0;
vec3 mcol=vec3(0.);
float randSeed;
void randomize(vec2 c){randSeed=fract(sin(dot(c,vec2(113.421,17.329)))*3134.1234);}
float rand(){return fract(sin(randSeed++)*3143.45345);}
precision highp float;
uniform sampler2D S;
uniform sampler2D R;
uniform vec2 X;
// Combines 2 buffers, blurred in directions [0,1] and [sin(120°), cos(120°)] to create hexagon
// bokeh pattern. Technique I got from DICE that they used in Frostbyte engine.
void main() {
gl_FragColor = vec4(0);
for (int i = 0; i < 10; i++) {
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
uniform sampler2D textureA; //<-- eye
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
uniform sampler2D textureA; //<-- eye
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;