21 lines
464 B
GLSL
21 lines
464 B
GLSL
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// adapted from https://www.shadertoy.com/view/Xd3BWr
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uniform vec2 uSize;
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uniform float iTime;
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vec2 iResolution;
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out vec4 fragColor;
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void main(void) {
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iResolution = uSize;
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vec2 fragCoord = gl_FragCoord.xy; // Get the fragment coordinates
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// Normalized pixel coordinates (from 0 to 1)
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vec2 uv = fragCoord/iResolution.xy;
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float c = uv.x * 2.0 + iTime*2.0;
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c = mod(c, 1.0);
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c = step(c, 0.5);
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fragColor = vec4(0.0, 0.0, 0.0, c);
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}
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