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@XMPPwocky
Created January 23, 2015 22:00
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float rand(vec2 co){
float k = fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
return texture2D(iChannel0, vec2(k, co.y)).z;
}
float slowrand(vec2 co) {
float a, b;
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
a = rand(co);
b = rand(vec2(co.x, a));
co = vec2(a, b);
return b;
}
float superslowrand(vec2 co) {
float a, b;
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
a = slowrand(co);
b = slowrand(vec2(co.x, a));
co = vec2(a, b);
return slowrand(co);
}
float lol(vec2 pos) {
float a = superslowrand(pos);
float b = superslowrand(vec2(pos.x, a));
pos = vec2(a, b);
return texture2D(iChannel0,pos).x;
}
void main(void)
{
vec2 uv = gl_FragCoord.xy / iResolution.xy;
gl_FragColor = vec4(lol(uv.xy), lol(uv.xy), lol(uv.xy),1.0);
}
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