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  | #version 410 core | |
| uniform float fGlobalTime; // in seconds | |
| uniform vec2 v2Resolution; // viewport resolution (in pixels) | |
| uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq | |
| uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients | |
| uniform sampler1D texFFTIntegrated; // this is continually increasing | |
| uniform sampler2D texChecker; | |
| uniform sampler2D texNoise; | 
  
    
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  | // https://www.youtube.com/watch?v=H8UqnTE3mUY より引用 | |
| #define A for(int i=0;i<9;++i){int y=p>>((p>>19)+i&3),z=p*((878086607>>(i&7)*4)&15)*(510+1%5)>>14;if((p>>15&1<<(i&15))>0)s.y+=float(((y>>7&z*3|y>>11&z*6)&1023)-512)/3e4;} | |
| vec2 mainSound(float t){int p=int(t*144e3);vec2 s;A;s.yx=s;p-=65536;A;return s*mat2(7,1,5,-3);} | 
  
    
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  | // Commented version of https://twitter.com/zozuar/status/1441384708441456651 | |
| // Google-translated (with some editing) from @gam0022's version | |
| float i, // Ray marching loop counter | |
| e, // Volume density (the smaller the value, the higher the density) | |
| s, // FBM scale (and loop counter) | |
| g, // Ray's distance (also used for tunnel twirl and camera prespective) | |
| k = .01; // Handy constant | |
| // Ray marching loop | 
  
    
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  | using System.Reflection; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| using UnityEngine.UI; | |
| #if DEBUG | 
  
    
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  | #version 420 core | |
| uniform float fGlobalTime; // in seconds | |
| uniform vec2 v2Resolution; // viewport resolution (in pixels) | |
| uniform float fFrameTime; // duration of the last frame, in seconds | |
| uniform sampler1D texFFT; // towards 0.0 is bass / lower freq, towards 1.0 is higher / treble freq | |
| uniform sampler1D texFFTSmoothed; // this one has longer falloff and less harsh transients | |
| uniform sampler1D texFFTIntegrated; // this is continually increasing | |
| uniform sampler2D texPreviousFrame; // screenshot of the previous frame | 
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