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@timsgardner
Created August 19, 2015 16:57
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lovely shader
Shader "geronimo" {
Properties {
wobble ("wobble", Vector) = (0, 0, 0, 0)
}
SubShader {
Pass {
GLSLPROGRAM
#ifdef VERTEX
uniform vec4 wobble;
varying vec4 position;
varying mat4 matulock;
void main(void){
(position = ((gl_Vertex + (wobble * vec4(0.3))) + vec4(0.5)));
(matulock = gl_ModelViewProjectionMatrix);
(gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex));
}
#endif
#ifdef FRAGMENT
varying vec4 position;
varying mat4 matulock;
void main(void){
float v1700;
vec2 v1692;
vec2 v1689;
float v1679;
vec2 v1697;
vec2 v1691;
float v1688;
float v1680;
float v1703;
vec2 v1682;
vec2 v1701;
vec2 v1694;
float v1698;
vec2 v1681;
vec2 v1693;
vec2 v1685;
float v1699;
vec2 v1695;
vec2 v1686;
vec2 v1696;
float v1702;
float v1690;
float v1683;
vec2 v1687;
vec2 v1684;
(v1679 = ((0.0 + position[int(2.0)]) * 100.0));
(v1680 = ((0.0 + position[int(1.0)]) * 100.0));
(v1681 = vec2(v1680,v1679));
(v1682 = fract(v1681));
(v1683 = ((0.0 + position[int(0.0)]) * 100.0));
(v1684 = vec2(v1679,v1683));
(v1685 = floor(v1684));
(v1686 = vec2((2.0 * (0.0 + v1682[int(0.0)])),(2.0 * (0.0 + v1682[int(1.0)]))));
(v1687 = ((v1682 * v1682) * vec2((3.0 - (0.0 + v1686[int(0.0)])),(3.0 - (0.0 + v1686[int(1.0)])))));
(v1688 = (0.0 + v1687[int(1.0)]));
(v1689 = vec2(v1683,v1680));
(v1690 = (0.0 + v1687[int(0.0)]));
(v1691 = floor(v1681));
(v1692 = fract(v1684));
(v1693 = vec2((2.0 * (0.0 + v1692[int(0.0)])),(2.0 * (0.0 + v1692[int(1.0)]))));
(v1694 = ((v1692 * v1692) * vec2((3.0 - (0.0 + v1693[int(0.0)])),(3.0 - (0.0 + v1693[int(1.0)])))));
(v1695 = fract(v1689));
(v1696 = vec2((2.0 * (0.0 + v1695[int(0.0)])),(2.0 * (0.0 + v1695[int(1.0)]))));
(v1697 = ((v1695 * v1695) * vec2((3.0 - (0.0 + v1696[int(0.0)])),(3.0 - (0.0 + v1696[int(1.0)])))));
(v1698 = (0.0 + v1697[int(1.0)]));
(v1699 = (0.0 + v1697[int(0.0)]));
(v1700 = (0.0 + v1694[int(0.0)]));
(v1701 = floor(v1689));
(v1702 = (0.0 + v1694[int(1.0)]));
(v1703 = ((((((((fract((sin(dot((vec2(0.0) + vec2(v1701)),vec2(127.1,311.7))) * 43758.545312)) * (1.0 - v1699)) + (fract((sin(dot((vec2(1.0,0.0) + vec2(v1701)),vec2(127.1,311.7))) * 43758.545312)) * v1699)) * (1.0 - v1698)) + (((fract((sin(dot((vec2(0.0,1.0) + vec2(v1701)),vec2(127.1,311.7))) * 43758.545312)) * (1.0 - v1699)) + (fract((sin(dot((vec2(1.0) + vec2(v1701)),vec2(127.1,311.7))) * 43758.545312)) * v1699)) * v1698)) * 2.0) - 1.0) + ((((((fract((sin(dot((vec2(0.0) + vec2(v1691)),vec2(127.1,311.7))) * 43758.545312)) * (1.0 - v1690)) + (fract((sin(dot((vec2(1.0,0.0) + vec2(v1691)),vec2(127.1,311.7))) * 43758.545312)) * v1690)) * (1.0 - v1688)) + (((fract((sin(dot((vec2(0.0,1.0) + vec2(v1691)),vec2(127.1,311.7))) * 43758.545312)) * (1.0 - v1690)) + (fract((sin(dot((vec2(1.0) + vec2(v1691)),vec2(127.1,311.7))) * 43758.545312)) * v1690)) * v1688)) * 2.0) - 1.0)) + ((((((fract((sin(dot((vec2(0.0) + vec2(v1685)),vec2(127.1,311.7))) * 43758.545312)) * (1.0 - v1700)) + (fract((sin(dot((vec2(1.0,0.0) + vec2(v1685)),vec2(127.1,311.7))) * 43758.545312)) * v1700)) * (1.0 - v1702)) + (((fract((sin(dot((vec2(0.0,1.0) + vec2(v1685)),vec2(127.1,311.7))) * 43758.545312)) * (1.0 - v1700)) + (fract((sin(dot((vec2(1.0) + vec2(v1685)),vec2(127.1,311.7))) * 43758.545312)) * v1700)) * v1702)) * 2.0) - 1.0)));
(gl_FragColor = ((matulock * (position * -1.0)) * vec4((v1703 + (0.0 + position[int(0.0)])),(v1703 + (0.0 + position[int(1.0)])),(v1703 + (0.0 + position[int(2.0)])),(v1703 + (0.0 + position[int(3.0)])))));
}
#endif
ENDGLSL
}
}
}
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