25 lines
607 B
GLSL
25 lines
607 B
GLSL
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uniform highp int currentTime;
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uniform highp vec2 windowSize;
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float noise(vec2 co)
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{
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return 0.5 * fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453);
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}
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float curvSpeed()
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{
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return mod(float(currentTime), 1000000.0) / 500.0;
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}
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float curv()
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{
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return 1.0 - abs((gl_FragCoord.y / (windowSize.y / 10.0) - 5.0) - sin((gl_FragCoord.x / (windowSize.x/20.0)) - curvSpeed()));
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}
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void main()
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{
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float coordNoise = noise(gl_FragCoord.xy);
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float proximity = smoothstep(0.5, 1.0, (curv() + 1.0) * (coordNoise ));
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gl_FragColor = vec4(coordNoise, coordNoise, coordNoise, 1.0) * proximity;
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}
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