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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);} |
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| 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++) { |
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| #ifdef GL_ES | |
| precision mediump float; | |
| #endif | |
| #extension GL_OES_standard_derivatives : enable | |
| uniform float time; | |
| uniform vec2 mouse; | |
| uniform vec2 resolution; |
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| #ifdef GL_ES | |
| precision mediump float; | |
| #endif | |
| #extension GL_OES_standard_derivatives : enable | |
| uniform float time; | |
| uniform vec2 mouse; | |
| uniform vec2 resolution; |
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| #ifdef GL_ES | |
| precision mediump float; | |
| #endif | |
| #extension GL_OES_standard_derivatives : enable | |
| uniform float time; | |
| uniform vec2 mouse; | |
| uniform vec2 resolution; |
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| #ifdef GL_ES | |
| precision mediump float; | |
| #endif | |
| #extension GL_OES_standard_derivatives : enable | |
| uniform float time; | |
| uniform vec2 mouse; | |
| uniform vec2 resolution; |
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| #ifdef GL_ES | |
| precision mediump float; | |
| #endif | |
| #extension GL_OES_standard_derivatives : enable | |
| uniform float time; | |
| uniform vec2 mouse; | |
| uniform vec2 resolution; |
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| #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 |
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| #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 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
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| #ifdef GL_ES | |
| precision mediump float; | |
| #endif | |
| #extension GL_OES_standard_derivatives : enable | |
| uniform float time; | |
| uniform vec2 mouse; | |
| uniform vec2 resolution; |