Created
January 28, 2020 12:38
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lines shader
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#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 resolution; | |
float round(float num) { | |
if (num >= 0.5) return ceil(num); | |
return floor(num); | |
} | |
void main(void) { | |
vec2 uv = vec2(( gl_FragCoord - 0.5*resolution.x ) / resolution.y); | |
vec3 col = 0.5 + 0.5*cos(time+uv.xyx+vec3(0,2,4)); | |
uv.y += sin(uv.x*3.0)/((uv.x+4.0+sin(time))/0.1); | |
uv.x += round(uv.y*49.3) * (5.347*round(uv.y*49.3+time+uv.x*(sin(time/10.0)*10.0)*sin(uv.x*3.14))); | |
gl_FragColor = vec4(col,1.0)*mod(uv.x-time/5.0,0.4); | |
} |
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