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float circle(vec2 p, float r) { | ||
return length(p) - pow(r, 2.); | ||
} | ||
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mat2 rot(float q) { | ||
return mat2(cos(q), -sin(q), sin(q), cos(q)); | ||
} | ||
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void main() { | ||
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vec4 tex; | ||
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vec4 sound = texture2D(channel1, uvN()); | ||
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vec2 uvm = uv() * rot(sound.x) ; | ||
uvm *= .5; | ||
uvm += .5; | ||
tex = texture2D(channel0, uvm); | ||
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tex *= 56.9; | ||
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vec3 color; | ||
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color *- circle(uv(), 1.); | ||
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gl_FragColor = tex + vec4(color, 1.); | ||
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// gl_FragColor = sound * .5; | ||
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} |