code reorg
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@ -14,6 +14,20 @@ float random (vec2 st) {
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return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
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return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123);
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}
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}
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vec4 boxFade(vec4 inputColor, float boxSize, float period) {
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float canvasSize = max(u_canvasWidth, u_canvasHeight);
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vec2 uv = gl_FragCoord.xy/vec2(canvasSize, canvasSize);
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float x = floor(uv.x / boxSize) * boxSize;
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float y = floor(uv.y / boxSize) * boxSize;
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float rand = random(uv);
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float mask = mod(u_time / period, 1.4);
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return rand < mask ? inputColor : vec4(0.0, 0.0, 0.0, 1.0);
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}
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void main() {
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void main() {
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float canvasSize = max(u_canvasWidth, u_canvasHeight);
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float canvasSize = max(u_canvasWidth, u_canvasHeight);
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vec2 uv = gl_FragCoord.xy/vec2(canvasSize, canvasSize);
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vec2 uv = gl_FragCoord.xy/vec2(canvasSize, canvasSize);
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@ -39,16 +53,3 @@ void main() {
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}
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}
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vec4 boxFade(vec4 inputColor, float boxSize, float period) {
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float canvasSize = max(u_canvasWidth, u_canvasHeight);
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vec2 uv = gl_FragCoord.xy/vec2(canvasSize, canvasSize);
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float x = floor(uv.x / boxSize) * boxSize;
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float y = floor(uv.y / boxSize) * boxSize;
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float rand = random(uv);
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float mask = mod(u_time / period, 1.4);
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return rand < mask ? inputColor : vec4(0.0, 0.0, 0.0, 1.0);
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}
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