afegits altres shaders
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32
shaders/test.frag.glsl
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32
shaders/test.frag.glsl
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#version 330 core
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out vec4 FragColor;
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in vec2 vUV;
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uniform vec2 iResolution;
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uniform float iTime;
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vec3 palette( float t) {
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vec3 a = vec3(1.0, 0.5, 0.5);
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vec3 b = vec3(1.0, 0.5, 0.5);
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vec3 c = vec3(1.0, 1.0, 1.0);
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vec3 d = vec3(0.263, 0.416, 0.557);
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return a + b * cos( 6.28318 * (c * t * d) );
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y;
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float d = length(uv);
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vec3 col = palette(d);
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d = sin(d * 8.0 + iTime) / 8.0;
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d = abs(d);
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d = 0.02 / d;
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col *= d;
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fragColor = vec4(col, 1.0);
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}
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void main() {
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vec2 fragCoordPixels = vUV * iResolution;
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vec4 outColor;
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mainImage(outColor, fragCoordPixels);
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FragColor = outColor;
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}
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