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@@ -1,31 +0,0 @@
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-#version 330
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-
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-precision mediump float;
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-
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-uniform vec2 resolution;
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-uniform float time;
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-uniform vec2 mouse;
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-uniform sampler2D tex;
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-
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-in vec2 uv;
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-in vec4 color;
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-out vec4 out_color;
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-
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-#define BM_RANGE 3.0
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-#define PI 3.14159265359
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-
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-void main(void) {
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- float k = (sin(time) + 1.0) / 2.0;
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- float a = 2.0*PI*k;
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- float b = -2.0*k;
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- float x = sqrt(b*log(uv.x)) * cos(a * uv.y);
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- float y = sqrt(b*log(uv.x)) * sin(a * uv.y);
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-
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- if (-BM_RANGE <= x && x < BM_RANGE && -BM_RANGE <= y && y < BM_RANGE) {
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- x = (x + BM_RANGE) / (2.0 * BM_RANGE);
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- y = (y + BM_RANGE) / (2.0 * BM_RANGE);
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- out_color = texture(tex, vec2(x, y));
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- } else {
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- out_color = vec4(0.0);
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- }
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-}
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