p
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1a190594fe
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3 changed files with 67 additions and 11 deletions
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@ -1,6 +1,5 @@
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#version 330 core
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out vec4 FragColor;
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in vec2 uv;
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uniform vec2 WindowSize;
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uniform float time;
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@ -8,7 +7,28 @@ float rand(vec2 co){
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return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453);
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}
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float cell_size = 0.1;
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void main() {
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float glob = rand(gl_FragCoord.xy / WindowSize + time);
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FragColor = vec4(glob * (sin(time)/2 + 0.5), glob, 1.0, 1.0); //vec4(gl_FragCoord.xy / WindowSize, 0.0, 1.0);
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// We'll make origin in the top-left.
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vec2 uv = gl_FragCoord.xy / WindowSize;
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uv.y = 1.0 - uv.y;
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vec2 grid_edge_offset = mod(uv, cell_size);
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// c: corner
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vec2 c_tl = uv - grid_edge_offset;
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vec2 c_tr = uv - grid_edge_offset + vec2(cell_size, 0);
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vec2 c_bl = uv - grid_edge_offset + vec2(0, cell_size);
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vec2 c_br = uv - grid_edge_offset + vec2(cell_size, cell_size);
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// random vectors
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vec2 c_tl_ran = rand(c_tl);
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vec2 c_tr_ran = rand(c_tr);
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vec2 c_bl_ran = rand(c_bl);
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vec2 c_br_ran = rand(c_br);
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// offset vectors
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vec2 c_tl_off = c_tl - uv;
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vec2 c_tr_off = c_tr - uv;
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vec2 c_bl_off = c_bl - uv;
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vec2 c_br_off = c_br - uv;
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FragColor =
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}
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