Created
September 12, 2016 12:51
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#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
uniform vec2 resolution; | |
uniform vec2 offset; | |
uniform sampler2D backbuffer; | |
uniform vec3 gravity; | |
uniform float time; | |
uniform int pointerCount; | |
uniform vec3 pointers[10]; | |
uniform sampler2D github; | |
uniform float light; | |
uniform vec3 linear; | |
float scale = 16.0; | |
float radius = 40.0; | |
float ovalue = 1000.0; | |
float gvalue = -10.0; | |
float motion = 0.1; | |
float envlight = min(pow(light / 128.0 + 0.1, .5), 1.0); | |
float lightpower = 2.0; | |
float lightparam = 1.5; | |
float lightextend = 0.01; | |
void main( void ) | |
{ | |
float mi = min( resolution.x, resolution.y ); | |
float mx = max( resolution.x, resolution.y ); | |
vec2 vxy = gl_FragCoord.xy + gvalue * gravity.xy; | |
vec2 xy = floor(vxy / scale) + 0.5; | |
vec2 dxy = xy * scale - vxy; | |
float l = envlight - length(dxy) / radius * envlight; | |
for(int i = 0; i < pointerCount; i++) | |
l += lightpower / pow(length(gl_FragCoord.xy - pointers[i].xy) * lightextend, lightparam); | |
gl_FragColor = vec4( | |
mix(texture2D(backbuffer, gl_FragCoord.xy / resolution.xy).rgb, | |
mix(vec3(0.0, 0.0, 0.0), | |
texture2D(github, (xy * scale + ovalue * offset) / mi).rgb, l), | |
motion), 1.0); | |
} |
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