corregit shader water. afegides metadades en els shaders
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// Name: Cineshader Lava
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// Author: [TO_BE_COMPLETED]
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// Author: edankwan
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// URL: https://www.shadertoy.com/view/3sySRK
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#version 330 core
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precision highp float;
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// Name: Creation
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// Author: [TO_BE_COMPLETED]
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// Name: Creation by Silexars
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// Author: Danguafer
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// URL: https://www.shadertoy.com/view/XsXXDn
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#version 330 core
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precision highp float;
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// Name: DBZ
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// Author: [TO_BE_COMPLETED]
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// Name: New Leaked 3I/Atlas NASA Footage
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// Author: msm01
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// URL: https://www.shadertoy.com/view/3ftcRr
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#version 330 core
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precision highp float;
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// Name: Fractal Pyramid
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// Author: [TO_BE_COMPLETED]
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// Author: bradjamesgrant
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// URL: https://www.shadertoy.com/view/tsXBzS
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#version 330 core
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precision highp float;
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// Name: Just Another Cube
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// Author: [TO_BE_COMPLETED]
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// Author: mrange
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// URL: https://www.shadertoy.com/view/3XdXRr
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#version 330 core
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precision highp float;
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// Name: Octograms
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// Author: [TO_BE_COMPLETED]
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// Author: whisky_shusuky
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// URL: https://www.shadertoy.com/view/tlVGDt
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#version 330 core
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precision highp float;
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// Name: Seascape
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// Author: Alexander Alekseev (TDM)
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// Author: Alexander Alekseev
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// URL: https://www.shadertoy.com/view/Ms2SD1
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#version 330 core
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precision highp float;
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// Name: Kishimisu
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// Author: [TO_BE_COMPLETED]
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// Name: Shader Art Coding Introduction
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// Author: kishimisu
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// URL: https://www.shadertoy.com/view/mtyGWy
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#version 330 core
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precision highp float;
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// Name: Test
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// Author: [TO_BE_COMPLETED]
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// Author: JailDesigner
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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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@@ -1,5 +1,6 @@
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// Name: Water
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// Author: diatribes (FabriceNeyret2)
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// Author: diatribes
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// URL: https://www.shadertoy.com/view/tXjXDy
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#version 330 core
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precision highp float;
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@@ -25,7 +26,9 @@ void mainImage( out vec4 o, vec2 u ) {
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o = vec4(0); // FIXED: Initialize output to black
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for(; i < 32. && s > .001; i++) {
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o += vec4(5,2,1,0)/max(length(u-.1), 0.001);
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// Clamp only extreme overflow values, let normal brightness through
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vec4 term = vec4(5,2,1,0)/max(length(u-.1), 0.001);
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o += min(term, vec4(100.0));
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for (p += vec3(u*s,s), s = 1. + p.y, n =.01; n < 1.; n+=n) {
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s += abs(dot(sin(p.z+iTime+p / n), vec3(1))) * n*.1;
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}
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