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@riklomas
Created November 2, 2020 21:50
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#ifdef GL_ES
precision highp float;
#endif
uniform float time;
uniform vec2 resolution;
uniform vec2 mouse;
uniform vec3 spectrum;
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
uniform sampler2D prevFrame;
uniform sampler2D prevPass;
varying vec3 v_normal;
varying vec2 v_texcoord;
void main(void)
{
vec2 uv = v_texcoord;
float red = 0.5 + 0.5 * sin(time * 1.0 + uv.x * 3.0 + uv.y * 0.0);
float green = 0.5 + 0.5 * sin(time * 0.5 + uv.x * 0.0 + uv.y * 3.0);
float blue = 0.5 + 0.5 * sin(time * 0.75 + uv.x * 2.0 + uv.y * 2.0);
gl_FragColor = vec4(
red * (1.0 - spectrum.x * .2),
green * (1.0 - spectrum.y * .2),
blue,
1.0);
}
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