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@aza
Created November 16, 2017 00:59
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(function(){
const options = {
name: 'RotateColor',
numberOfInputs: 1
}
var shader = {
name: options.name,
numberOfInputs: options.numberOfInputs,
uniforms: FilterDefinitions._baseUniforms( options.numberOfInputs, {
frame: {value: 0, update: (v) => { return v+1 }}
}),
vertexShader: FilterDefinitions._baseVertexShader(),
fragmentShader: `
uniform sampler2D input0;
uniform float frame;
varying vec2 inputCoord;
void main(void)
{
vec4 color = texture2D(input0, inputCoord );
gl_FragColor = vec4( abs(color.r*sin(0.3+frame/50.0))*1.1, abs(color.g*sin(-frame/80.0))*1.5, abs(color.b*cos(frame/30.0)), 1.0 );
}
`
}
FilterDefinitions.add(shader)
})();
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