Created
August 19, 2015 16:57
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lovely shader
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| 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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