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@@ -23,6 +23,13 @@ precision highp float; |
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uniform sampler2D in_texture; |
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varying vec2 pass_position; |
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vec3 rand_color(float t) |
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{ |
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return vec3(0.5 + 0.5 * sin(t * 19.0 + 17.0), |
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0.5 + 0.5 * sin(t * 24.0 + 23.0), |
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0.5 + 0.5 * sin(t * 37.0 + 12.0)); |
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} |
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void main(void) |
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{ |
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vec2 texcoords = pass_position * 0.5 + vec2(0.5, 0.5); |
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@@ -31,7 +38,7 @@ void main(void) |
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float newb = 0.0; |
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if (newg > 0.0) |
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newb = 1.0; |
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gl_FragColor = vec4(0.0, newg, 0.0, 1.0); |
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gl_FragColor = vec4(rand_color(newg), 1.0); |
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} |
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[vert.hlsl] |
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@@ -46,6 +53,13 @@ void main(float2 in_Position : POSITION, |
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[frag.hlsl] |
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float3 rand_color(float t) |
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{ |
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return float3(0.5 + 0.5 * sin(t * 9.0 + 3.0), |
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0.5 + 0.5 * sin(t * 4.0 + 1.0), |
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0.5 + 0.5 * sin(t * 7.0 + 2.0)); |
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} |
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void main(in float2 pass_Position : TEXCOORD0, |
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uniform sampler2D in_Texture, |
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uniform float in_Flag, |
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