2017-10-22 08:21:04 +07:00
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D u_texture;
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uniform vec4 u_color;
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uniform vec2 u_texsize;
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uniform float u_time;
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uniform vec2 u_offset;
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varying vec4 v_color;
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varying vec2 v_texCoord;
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void main() {
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vec2 T = v_texCoord.xy;
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vec2 coords = (T * u_texsize) + u_offset;
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2017-10-23 03:24:49 +07:00
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float si = 1.0 + sin(u_time / 20.0 /*+ (coords.x + coords.y) / 30.0*/) / 8.0;
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2017-10-22 08:21:04 +07:00
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vec4 color = texture2D(u_texture, T) * vec4(si, si, si, 1.0);
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vec2 v = vec2(1.0/u_texsize.x, 1.0/u_texsize.y);
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bool any = false;
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float thickness = 1.0;
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float step = 1.0;
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if(texture2D(u_texture, T).a < 0.1 &&
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(texture2D(u_texture, T + vec2(0, step) * v).a > 0.1 || texture2D(u_texture, T + vec2(0, -step) * v).a > 0.1 ||
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texture2D(u_texture, T + vec2(step, 0) * v).a > 0.1 || texture2D(u_texture, T + vec2(-step, 0) * v).a > 0.1))
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any = true;
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if(any){
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gl_FragColor = u_color * vec4(si, si, si, 1.0);
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}else{
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//coords.x = float(int(coords.x));
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if(color.a > 0.1){
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if(mod(coords.x + coords.y + sin(coords.x / 5.0) * 3.0 + sin(coords.y / 5.0) * 3.0 + u_time / 4.0, 10.0) < 2.0){
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2017-10-23 03:24:49 +07:00
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color *= 1.65;
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2017-10-22 08:21:04 +07:00
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}
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2017-10-23 03:24:49 +07:00
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color.a = 0.18;
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2017-10-22 08:21:04 +07:00
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}
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gl_FragColor = color;
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}
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}
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