2018-02-13 14:27:16 +01:00
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#version 330 core
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in vec2 uv;
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out vec3 color;
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uniform sampler2D rendered_texture;
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uniform float time;
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void main() {
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color = texture(rendered_texture, uv
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+ 0.00 * vec2(
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sin(time + 1024.0 * uv.x),
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cos(time + 768.0 * uv.y)
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)
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).xyz;
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2018-02-14 13:14:10 +01:00
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color = vec3((texture(rendered_texture, uv).x + 1) * 0.5 );
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// * 1 * (cos(time * 0.3) * 0.5) + 0.5);
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2018-02-13 14:27:16 +01:00
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}
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