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29 lines
567 B
GLSL
29 lines
567 B
GLSL
#version 430 core
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layout(binding = 0, std140) uniform Globals
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{
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vec3 iResolution;
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float iTime;
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float iTimeDelta;
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float iFrameRate;
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int iFrame;
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float iChannelTime[4];
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vec3 iChannelResolution[4];
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vec4 iMouse;
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vec4 iDate;
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float iSampleRate;
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} _89;
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layout(binding = 1) uniform sampler2D iChannel0;
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layout(location = 0) out vec4 _fragColor;
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void main() {
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// red
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_fragColor = vec4(_89.iSampleRate, 0.0, 0.0, 1.0);
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// maze
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//vec4 I = gl_FragCoord;
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//_fragColor = vec4(3)*modf(I*.1,I)[int(length(I)*1e4)&1];
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}
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