weird: rothko succeeds now! yay
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@@ -6,7 +6,7 @@ uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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float random (in vec2 st) {
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float random (in vec2 st) {
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return fract(sin(dot(st.xy,
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vec2(12.9898,78.233)))
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* 43758.5453123);
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@@ -27,8 +27,8 @@ float noise (in vec2 st) {
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vec2 u = f*f*(3.0-2.0*f);
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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return mix(a, b, u.x) +
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(c - a)* u.y * (1.0 - u.x) +
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(d - b) * u.x * u.y;
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}
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@@ -55,9 +55,15 @@ void main() {
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}
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st_.x /= 3.;
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st_ *= 10.;
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for (float i=0.;i<100.;i++) {
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color += noise(st_*i)*0.03 * (random(st_*i) > 0.5 ? -1. : 1.);
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int max = int(50.*abs(sin(u_time)))+100;
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for (int i=0;i<150;i++) {
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if (i>max) break;
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vec2 target= st_*0.0001+float(i);
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color += noise(target)* 0.03 * (random(target) > 0.5 ? -1. : 1.);
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}
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if (color.x == 0. && color.y == 0. && color.z == 0.) {
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color = vec4(0.,0.,0.,1.);
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}
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gl_FragColor = vec4(color);
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