basic: added nightsky; utilities: added random
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30
basic/nightsky.glsl
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30
basic/nightsky.glsl
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.14159265358979323846
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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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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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}
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float line(vec2 st, float pct) {
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return smoothstep( pct-0.02, pct, st.y) -
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smoothstep( pct, pct+0.02, st.y);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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float color = 0.;
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color = line(st, random(st));
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gl_FragColor = vec4(vec3(color),1.0);
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}
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5
utilities/random.glsl
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5
utilities/random.glsl
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float random(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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}
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