Removal of unused assets/classes
This commit is contained in:
@@ -13,9 +13,7 @@ uniform float OriginalIntensity;
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varying MED vec2 v_texCoords;
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void main()
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{
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void main(){
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vec4 original = texture2D(u_texture0, v_texCoords) * OriginalIntensity;
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vec4 bloom = texture2D(u_texture1, v_texCoords) * BloomIntensity;
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original = original * (vec4(1.0) - bloom);
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@@ -16,8 +16,7 @@ varying MED vec2 v_texCoords4;
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const float center = 0.2270270270;
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const float close = 0.3162162162;
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const float far = 0.0702702703;
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void main()
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{
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void main(){
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gl_FragColor = far * texture2D(u_texture, v_texCoords0)
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+ close * texture2D(u_texture, v_texCoords1)
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+ center * texture2D(u_texture, v_texCoords2)
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@@ -9,8 +9,7 @@ precision lowp float;
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uniform sampler2D u_texture0;
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uniform vec2 threshold;
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varying MED vec2 v_texCoords;
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void main()
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{
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void main(){
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vec4 color = texture2D(u_texture0, v_texCoords);
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if(color.r + color.g + color.b > 0.5 * 3.0){
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gl_FragColor = color;
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@@ -13,8 +13,7 @@ uniform float OriginalIntensity;
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varying MED vec2 v_texCoords;
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void main()
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{
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void main(){
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vec3 original = texture2D(u_texture0, v_texCoords).rgb;
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vec3 bloom = texture2D(u_texture1, v_texCoords).rgb * BloomIntensity;
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@@ -15,8 +15,8 @@ varying MED vec2 v_texCoords3;
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varying MED vec2 v_texCoords4;
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const vec2 futher = vec2(3.2307692308, 3.2307692308);
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const vec2 closer = vec2(1.3846153846, 1.3846153846);
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void main()
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{
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void main(){
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vec2 sizeAndDir = dir / size;
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vec2 f = futher*sizeAndDir;
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vec2 c = closer*sizeAndDir;
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@@ -16,8 +16,7 @@ varying MED vec2 v_texCoords4;
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const float center = 0.2270270270;
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const float close = 0.3162162162;
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const float far = 0.0702702703;
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void main()
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{
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void main(){
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gl_FragColor.rgb = far * texture2D(u_texture, v_texCoords0).rgb
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+ close * texture2D(u_texture, v_texCoords1).rgb
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+ center * texture2D(u_texture, v_texCoords2).rgb
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@@ -9,8 +9,8 @@ precision lowp float;
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uniform sampler2D u_texture0;
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uniform vec2 threshold;
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varying MED vec2 v_texCoords;
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void main()
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{
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void main(){
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vec4 tex = texture2D(u_texture0, v_texCoords);
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vec3 colors = (tex.rgb - threshold.r) * threshold.g * tex.a;
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gl_FragColor = vec4(colors, tex.a);
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@@ -6,8 +6,8 @@
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attribute vec4 a_position;
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attribute vec2 a_texCoord0;
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varying MED vec2 v_texCoords;
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void main()
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{
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void main(){
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v_texCoords = a_texCoord0;
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gl_Position = a_position;
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}
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@@ -9,7 +9,7 @@ precision lowp float;
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uniform sampler2D u_texture0;
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uniform vec2 threshold;
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varying MED vec2 v_texCoords;
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void main()
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{
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void main(){
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gl_FragColor.rgb = (texture2D(u_texture0, v_texCoords).rgb - vec3(threshold.x)) * threshold.y;
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}
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@@ -9,7 +9,7 @@ varying vec2 v_texCoord;
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uniform vec2 u_viewportInverse;
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void main() {
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void main(){
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gl_Position = u_projTrans * a_position;
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v_texCoord = a_texCoord0;
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v_color = a_color;
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@@ -13,6 +13,5 @@ varying vec2 v_texCoord;
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void main(){
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vec4 color = texture2D(u_texture, v_texCoord.xy);
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//color.a = clamp(color.a, 0.0, 0.8);
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gl_FragColor = clamp(vec4(mix(u_ambient.rgb, color.rgb, color.a), u_ambient.a - color.a), 0.0, 1.0);
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}
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@@ -1,44 +0,0 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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#define p1 vec3(255.0,211.0,127.0)/255.0
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#define p2 vec3(234.0,182.0,120.0)/255.0
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#define p3 vec3(212.0,129.0,107.0)/255.0
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#define p4 vec3(142.0,77.0,72.0)/255.0
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#define roundm 0.2
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uniform sampler2D u_texture;
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uniform vec2 u_resolution;
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uniform int u_time;
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uniform vec2 u_uv;
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uniform vec2 u_uv2;
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uniform float u_scl;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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void main() {
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ivec2 coords = ivec2((gl_FragCoord.xy - u_resolution/2.0)/u_scl);
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//int roundx = 8;
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//int roundy = roundx;
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//coords.x = (coords.x / roundx) * roundx;
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//coords.y = (coords.y / roundy) * roundy;
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float d = (abs(float(coords.x)) - abs(float(coords.y)));
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float m = abs(sin(-float(u_time)/50.0 + d/120.0));
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if(m > 0.95) gl_FragColor.rgb = p1;
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else if(m > 0.75) gl_FragColor.rgb = p2;
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else if(m > 0.55) gl_FragColor.rgb = p3;
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else if(m > 0.35) gl_FragColor.rgb = p4;
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else gl_FragColor.rgb = vec3(0.0);
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gl_FragColor.rgb *= 0.5;
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gl_FragColor.a = mod(abs(float(coords.x)) + abs(float(coords.y)), 110.0) < 35.0 ? 1.0 : 0.0;
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}
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@@ -1,44 +0,0 @@
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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#define SPACE 2.0
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uniform sampler2D u_texture;
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uniform vec4 u_color;
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uniform vec2 u_texsize;
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uniform float u_scl;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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void main() {
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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vec4 c = texture2D(u_texture, v_texCoord.xy);
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float spacing = SPACE * u_scl;
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gl_FragColor = mix(vec4(0.0, 0.0, 0.0, min(c.a, u_color.a)), u_color,
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(1.0-step(0.001, texture2D(u_texture, v_texCoord.xy).a)) *
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step(0.001,
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//cardinals
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texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v).a +
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//cardinal edges
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, -spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, spacing) * v).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, -spacing) * v).a +
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//cardinals * 2
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texture2D(u_texture, v_texCoord.xy + vec2(0, spacing) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(0, -spacing) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(spacing, 0) * v*2.0).a +
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texture2D(u_texture, v_texCoord.xy + vec2(-spacing, 0) * v*2.0).a
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));
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}
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@@ -18,8 +18,7 @@ uniform vec2 u_offset;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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void main() {
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void main(){
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vec2 T = v_texCoord.xy;
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vec2 coords = (T * u_texsize) + u_offset;
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@@ -1,45 +0,0 @@
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#define LIGHT
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#ifdef LIGHT
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#define LAYERS 30.
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#define DEPTH .5
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#define WIDTH .3
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#define SPEED .6
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#define SIZE 0.2
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#else
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#define LAYERS 200.
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#define DEPTH .1
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#define WIDTH .8
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#define SPEED 1.5
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#define SIZE 1.0
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#endif
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varying vec2 v_texCoords;
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uniform vec2 u_pos;
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uniform vec2 u_resolution;
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uniform float u_time;
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uniform sampler2D u_texture0;
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void main(){
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gl_FragColor = texture2D(u_texture0, v_texCoords);
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vec2 uv = (v_texCoords * u_resolution + u_pos) / 1000.0;
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const mat3 p = mat3(
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13.3231, 23.5112, 21.7112,
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21.1212, 28.7312, 11.9312,
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21.8112, 14.7212, 61.3934
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);
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float dof = 5.*sin(u_time*.1);
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//TODO this is very slow
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for(float i=0.0; i<LAYERS; i++){
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vec2 q = uv* (1.+i*DEPTH);
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q += vec2(q.y* WIDTH * (fract(i*7.238917) - .5), SPEED * u_time / (1.+i*DEPTH*.03));
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vec3 n = vec3(floor(q), 31.189+i), m = floor(n)/1e5 + fract(n), mp = (31.9+m) / fract(p*m), r = fract(mp);
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vec2 s = abs(fract(q)-.5 +.9*r.xy-.45) + .01*abs(2.0*fract(10.*q.yx) - 1.0);
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float d = .6 * (s.x+s.y) + max(s.x,s.y) -.01, edge = .005*SIZE + .05 * SIZE * min(.5* abs(i-5.-dof), 1.);
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gl_FragColor += smoothstep(edge,-edge,d) * r.x / (1.+.02*i*DEPTH);
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}
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}
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