#version 300 es
#define goop 2
in highp vec3 oCol;
in lowp vec2 oTexCoord;
uniform sampler2D tex;
out mediump vec4 fragColor;
void main() {
mediump vec4 col = texture(tex, oTexCoord);
fragColor = col * vec4(oCol, 1.0);
}
#version 300 es
// vertex position
in vec2 pos;
// instanced attributes
in vec3 translate;
in vec3 col;
in float rot;
in uint index;
// uniforms to support pixel coordinate system
uniform vec2 mousePos;
uniform ivec2 resolution;
// spritesheet specific uniforms
uniform ivec2 frames;
uniform ivec2 spriteResolution;
uniform float time;
// color needs to be passed to the fragment
out highp vec3 oCol;
out lowp vec2 oTexCoord;
void main() {
vec2 fres = vec2(resolution);
float rot2 = rot + time * 0.001;
vec2 rotp = vec2(
pos.x * cos(rot2) - pos.y * sin(rot2),
pos.x * sin(rot2) + pos.y * cos(rot2)
) * vec2(spriteResolution / frames) / fres * translate.z;
vec2 m2 = translate.xy - mousePos * translate.z;
m2 = mod(m2, fres);
vec2 st = (m2 - 0.5 * fres) / (0.5 * fres);
gl_Position = vec4(rotp + st, 0.0, 1.0);
oCol = col;
ivec2 offse = ivec2(0.5 * sign(pos) + 0.5);
ivec2 f_ind = ivec2(
index % uint(frames.x),
index / uint(frames.x)
) + offse;
oTexCoord = vec2(f_ind) / vec2(frames);
}
#version 300 es
uniform sampler2D mainAttachment;
in highp vec2 texCoord;
out mediump vec4 fragColor;
void main() {
fragColor = texture(mainAttachment, texCoord);
}
#version 300 es
const lowp vec2 verts[] = vec2[](
vec2(-1.0, -1.0),
vec2( 1.0, -1.0),
vec2( 1.0, 1.0),
vec2(-1.0, -1.0),
vec2( 1.0, 1.0),
vec2(-1.0, 1.0)
);
out highp vec2 texCoord;
void main () {
vec2 ipos = verts[gl_VertexID];
gl_Position = vec4(ipos, 0.0, 1.0);
texCoord = (ipos + 1.0) * 0.5;
}
#version 300 es
in highp vec2 texCoord;
uniform sampler2D mainAttachment;
out mediump vec4 fragColor;
const lowp float weights[18] = float[] (1.0000, 0.9845, 0.9394, 0.8688, 0.7788, 0.6766, 0.5698, 0.4650, 0.3679, 0.2821, 0.2096, 0.1510, 0.1054, 0.0713, 0.0468, 0.0297, 0.0183, 0.0109);
uniform int blurAxis;
uniform int blurRadius;
void main() {
lowp float b = float(blurAxis);
highp vec2 blur_offset = vec2(
b,
1.0 - b
) * (1.0 / vec2(textureSize(mainAttachment, 0)));
mediump vec4 ocol = vec4(0.0);
for (int i = 0; i < blurRadius * (2 + 4 * blurAxis); i++) {
ocol += 0.125 * texture(mainAttachment, texCoord + blur_offset * float(i)) * weights[i];
ocol += 0.125 * texture(mainAttachment, texCoord - blur_offset * float(i)) * weights[i];
}
fragColor = ocol;
}
#version 300 es
in highp vec2 texCoord;
uniform sampler2D mainAttachment;
uniform ivec2 resolution;
out mediump vec4 fragColor;
void main() {
ivec2 pixel = ivec2(texCoord * vec2(resolution));
fragColor = vec4(1.0 - texture(
mainAttachment,
texCoord).rgb, 1.0);
}
#version 300 es
precision highp float;
#define ITER 100
#define THRESH 200.0
#define MAP_COL(v1, v2, v3) vec3(float(v1) / 255.0, float(v2) / 255.0, float(v3) / 255.0)
uniform float time;
vec2 square_complex(vec2 num)
{
return vec2(num.x * num.x - num.y * num.y, 2.0 * num.x * num.y);
}
vec3 vec_interp(vec3 col1, vec3 col2, float val)
{
return vec3(col1.x + (col2.x - col1.x) * val,
col1.y + (col2.y - col1.y) * val,
col1.z + (col2.z - col1.z) * val);
}
vec3 grad2(float val)
{
const vec3 col1 = MAP_COL(1, 2, 35);
const vec3 col2 = MAP_COL(240, 55, 215);
const vec3 col3 = MAP_COL(250, 255, 112);
vec3 bi1 = vec_interp(col1, col2, val);
vec3 bi2 = vec_interp(col2, col3, val);
vec3 final = vec_interp(bi1, bi2, val);
return final;
}
vec3 fractal(vec2 pos)
{
float t2 = time * 0.01;
vec2 c = vec2(-1.0, 2.0) * vec2(sin(t2), cos(t2));
vec2 z = pos - vec2(0, 0.9);
int j = 0;
for (int i = 0; i < ITER; i++)
{
z = square_complex(z) + c;
float l = dot(z, z);
if (l > THRESH)
{
break;
}
j = i;
}
float interp = float(j) / float(ITER);
return grad2(interp);
}
in vec2 texCoord;
out vec4 fragColor;
void main()
{
vec2 fragCoord2 = texCoord.xy / 1103.0;
//vec2 uv = ((fragCoord / iResolution.xy) - 0.5) * 2.0;
// Time varying pixel color
vec3 col = fractal(fragCoord2);
// Output to screen
fragColor = vec4(col, 1.0);//vec4(col,1.0);
}
#version 300 es
const lowp vec2 verts[] = vec2[](
vec2(-1.0, -1.0),
vec2( 1.0, -1.0),
vec2( 1.0, 1.0),
vec2(-1.0, -1.0),
vec2( 1.0, 1.0),
vec2(-1.0, 1.0)
);
out highp vec2 texCoord;
void main () {
vec2 ipos = verts[gl_VertexID];
gl_Position = vec4(ipos, 0.0, 1.0);
texCoord = (ipos + 1.0) * 0.5;
}
Overview
asdfsdfsafsd
I for one, love having 200 copies of microsoft visual c redistributables yes i do.
YES I DO
GAGA
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf
aisfuois oidsauf oisauf saoifu saoif usadof usadoifsa ufoisa ufosaifu saoif usadoif usafoisa uf