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@ -9,8 +9,8 @@ const vec2 zero = vec2(0.0);
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// const vec4 darker = vec4(0.0235, 0.0274, 0.0549, 1.0);
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// const vec4 darker = vec4(0.0235, 0.0274, 0.0549, 1.0);
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// const vec4 lighter = vec4(0.1058, 0.1137, 0.1450, 1.0);
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// const vec4 lighter = vec4(0.1058, 0.1137, 0.1450, 1.0);
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const vec4 darker = vec4(0.01, 0.01, 0.01, 1.0);
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const vec4 darker = vec4(-0.2, -0.2, -0.2, 1.0);
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const vec4 lighter = vec4(0.05, 0.05, 0.05, 1.0);
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const vec4 lighter = vec4(0.082, 0.082, 0.099, 1.0);
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vec3 mod289(vec3 x) {
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vec3 mod289(vec3 x) {
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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@ -82,8 +82,8 @@ void main() {
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float slowtime3 = u_time / 1.5;
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float slowtime3 = u_time / 1.5;
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float off = 0.2 + (0.02 * sin(20.0 * angle + slowtime2)) * (1.4 * sin(10.0 * angle + slowtime3));
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float off = 0.2 + (0.02 * sin(20.0 * angle + slowtime2)) * (1.4 * sin(10.0 * angle + slowtime3));
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// apply cutoff if we are too close to center
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// apply cutoff if we are too close to center,
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float vigc = (vig * step(off / 3.0, vig)) - off;
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float vigc = (vig * step(off / 3.0, vig) - off);
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// randomize noise pattern every second ish
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// randomize noise pattern every second ish
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float fasttime = u_time * 1.1;
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float fasttime = u_time * 1.1;
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@ -91,12 +91,10 @@ void main() {
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float noise = snoise(vec2(gl_FragCoord.x * gl_FragCoord.y, second));
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float noise = snoise(vec2(gl_FragCoord.x * gl_FragCoord.y, second));
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// quantize vignette colors
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// quantize vignette colors
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float vigq = floor((1.0 - vigc) * 13.0) / 13.0;
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float vigq = floor(vigc * 13.0) / 13.0;
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// blend noise
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// blend noise
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float final = vigq;
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float final = 1.0 - vigq;
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gl_FragColor = mix(darker, lighter, final);
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gl_FragColor = mix(darker, lighter, final);
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// vec2 c = gl_FragCoord.xy - center;
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// gl_FragColor = vec4(vec3(smoothstep(-PI, PI, atan(c.y, c.x))), 1.0);
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}
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}
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