Add SDL3 GPU backend (Vulkan/Metal) with OpenGL fallback
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44
shaders/water/water.gl.glsl
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44
shaders/water/water.gl.glsl
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// Name: Water
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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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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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/*
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-2 by @FabriceNeyret2
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thanks!! :D
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If it doesn't display correctly, change line 17 "r/r" to "vec3(1)"
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*/
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void mainImage( out vec4 o, vec2 u ) {
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float s=.002, i=0., n; // FIXED: Initialize i=0
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vec3 r = vec3(iResolution.xy, iResolution.x/iResolution.y);
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vec3 p = vec3(0);
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u = (u-r.xy/2.)/r.y-.3;
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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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// 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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}
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o = tanh(o/5e2);
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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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