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#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
// Leadlight by @hintz 2013-05-02
#ifdef GL_ES
precision mediump float;
#endif
// burl figure
// - trick, use far less iterations!
uniform vec2 resolution;
uniform float time;
#ifdef GL_ES
precision mediump float;
#endif
// burl figure
uniform vec2 resolution;
uniform float time;
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
uniform sampler2D backbuffer;
float y(vec2 vec){
float x= vec.x;
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
#define M_PI 3.141592653589793
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
void main( void ) {
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
void main( void ) {
// warping hexagons, WIP. @psonice_cw
// I'm sure there's a less fugly way of making a hexagonal grid, but hey :)
// Maybe - Try this...
// Simplify!
#ifdef GL_ES
precision mediump float;
#endif
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
float noise(vec2 p, float s)
{