header.glsl 844 B

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  1. precision highp float;
  2. precision highp sampler2DArray;
  3. precision highp sampler3D;
  4. precision highp float;
  5. precision highp int;
  6. varying vec2 vUvs;
  7. uniform vec2 resolution;
  8. uniform float time;
  9. uniform int frame;
  10. uniform sampler2D blueNoise;
  11. uniform sampler3D perlinWorley;
  12. vec3 COLOUR_LIGHT_BLUE = vec3(0.42, 0.65, 0.85);
  13. vec3 COLOUR_LIGHT_GREEN = vec3(0.25, 1.0, 0.25);
  14. vec3 COLOUR_PALE_GREEN = vec3(0.42, 0.85, 0.65);
  15. vec3 COLOUR_LIGHT_PURPLE = vec3(0.85, 0.25, 0.85);
  16. vec3 COLOUR_BRIGHT_PINK = vec3(1.0, 0.5, 0.5);
  17. vec3 COLOUR_BRIGHT_RED = vec3(1.0, 0.1, 0.02);
  18. vec3 COLOUR_BRIGHT_BLUE = vec3(0.01, 0.2, 1.0);
  19. vec3 COLOUR_BRIGHT_GREEN = vec3(0.01, 1.0, 0.2);
  20. vec3 COLOUR_PALE_BLUE = vec3(0.42, 0.65, 0.85);
  21. vec3 COLOUR_LIGHT_YELLOW = vec3(1.0, 1.0, 0.25);
  22. const float TIME_OFFSET = 0.0;
  23. const float TIME_SPEED = 1.0;
  24. #define USE_OKLAB