Bugfixes
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@@ -15,7 +15,7 @@ void main(){
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vec2 c = v_texCoords.xy;
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vec2 coords = vec2(c.x * u_resolution.x + u_campos.x, c.y * u_resolution.y + u_campos.y);
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float btime = u_time / 8000000.0;
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float btime = u_time / 7000000.0;
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float noise = sin((texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(abs(sin(btime)) * 1.1) * vec2(-0.8, -1.0)).r) / 2.0);
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vec4 color = texture2D(u_texture, c);
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@@ -22,12 +22,10 @@ void main(){
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float noise = (texture2D(u_noise, (coords) / NSCALE + vec2(btime) * vec2(-0.9, 0.8)).r + texture2D(u_noise, (coords) / NSCALE + vec2(btime * 1.1) * vec2(0.8, -1.0)).r) / 2.0;
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vec4 color = texture2D(u_texture, c);
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if(color.a > 0.1){
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if(noise > 0.6){
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color.rgb = S2;
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}else if (noise > 0.54){
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color.rgb = S1;
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}
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if(noise > 0.6){
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color.rgb = S2;
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}else if (noise > 0.54){
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color.rgb = S1;
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}
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gl_FragColor = color;
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@@ -20,7 +20,7 @@ void main(){
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vec4 color = texture2D(u_texture, c);
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if(!(noise > 0.54 && noise < 0.58)){
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color.rgb *= 0.6;
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color.rgb *= vec3(0.6, 0.6, 0.7);
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}
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gl_FragColor = color;
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