Separate boxfade method
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@ -24,14 +24,13 @@ void main() {
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float size = 0.01;
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float size = 0.01;
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uv.x = floor(uv.x / size) * size;
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uv.x = floor(uv.x / size) * size;
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uv.y = floor(uv.y / size) * size;
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uv.y = floor(uv.y / size) * size;
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float rand = random(uv);
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float rand = random(uv);
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float period = 5.0;
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float period = 5.0;
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float mask = mod(u_time / period, 1.0);
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float mask = mod(u_time / period, 1.4);
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float x = rand < mask ? uv.x : 0.0;
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float x = rand < mask ? uv.x : 0.0;
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float y = rand < mask ? uv.y : 0.0;
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float y = rand < mask ? uv.y : 0.0;
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@ -39,3 +38,17 @@ void main() {
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fragColor = vec4(x, 0.0, y, 1.0);
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fragColor = vec4(x, 0.0, y, 1.0);
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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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