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https://github.com/dyuri/repa-shader.git
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backbuffer
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+5
-20
@@ -23,18 +23,19 @@
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</head>
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<body>
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<repa-shader fs-input="fsinput" alpha mouse snippets="noise.glsl" width=512 height=512>
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<script type="x-shader/x-fragmen">
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<script type="x-shader/x-fragment">
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec3 col = .5 + .5 * cos(uv.xyx + time + vec3(0, 2, 4));
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float dist = distance(uv, mouse);
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float circle = smoothstep(.1, .2, dist) * .5 + .5;
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vec4 acolor = vec4(col * circle, circle);
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float circle = smoothstep(.15, .2, dist);
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vec4 acolor = vec4(col * (1. - circle), (1. - circle)) + circle * texture(backbuffer, uv - vec2(.01, .01)) * .9;
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outColor = vec4(acolor);
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}
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</script>
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<script type="x-shader/x-fragment">
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<script type="x-shader/x-fragmen">
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// https://twigl.app/?ol=true&ss=-NOAlYulOVLklxMdxBDx
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void main() {
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vec2 n,N,q,p=FC.xy/r.y;
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float S=9.,a,j;
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@@ -49,22 +50,6 @@ void main() {
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}
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o+=pow(max(o-o,(a+.5)*.1*vec4(6,1,2,0)+.003/length(N)),o-o+.45);
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}
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</script>
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<script type="x-shader/x-fragmen">
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precision highp float;
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uniform vec2 resolution;
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uniform vec2 mouse;
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uniform float time;
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out vec4 outColor;
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void main() {
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vec2 uv = gl_FragCoord.xy / resolution.xy;
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vec3 col = .5 + .5 * cos(uv.xyx + time + vec3(0, 2, 4));
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float dist = distance(uv, mouse);
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float circle = smoothstep(.1, .2, dist) * .5 + .5;
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vec4 acolor = vec4(col * circle, circle);
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outColor = vec4(acolor);
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}
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</script>
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</repa-shader>
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<div>
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