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vec2 center = vec2(0.8,0); | |
float blue = 0.3; | |
void main() { | |
vec2 z, c; | |
float scale = 20.0/iGlobalTime; // zoom in | |
vec2 uv = gl_FragCoord.xy / iResolution.xy; | |
c.x = 1.3333 * (uv.x - 0.5) * scale - center.x; | |
c.y = (uv.y - 0.5) * scale - center.y; |
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void main(void) { | |
// the center of the texture | |
vec2 center = vec2(iResolution.x/2.0,iResolution.y/2.0); | |
// current pixel location | |
vec2 loc = gl_FragCoord.xy; | |
// how far we are from the center | |
float radius=length(loc-center); | |
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void main(void) { | |
gl_FragColor = vec4(0,1.0,0,1.0); | |
} |
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class TokenBucket(msgPerSecond:Long, bucketSize:Long) { | |
var prev = 0L | |
var tokens = bucketSize | |
def limit(func: => Any): Any = { | |
val current = System.currentTimeMillis | |
val delta = current-prev | |
prev = current | |
tokens += delta/1000.0 * msgPerSecond |