Cool pixelation effect
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@ -22,24 +22,34 @@ vec4 boxFade(vec4 inputColor, float boxSize, float period) {
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uv.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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float mask = mod(u_time / period, 2.4);
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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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vec2 pixellate(vec2 inputVec, float size) {
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return vec2(
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floor(inputVec.x / size) * size,
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floor(inputVec.y / size) * size
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);
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}
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void main() {
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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(u_canvasWidth, u_canvasHeight);
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vec3 red = vec3(1.0, 0.0, 0.0);
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vec3 green = vec3(0.0, 1.0, 0.0);
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vec3 blue = vec3(0.0, 0.0, 1.0);
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float amount = 1.0/(u_time * 5.0);
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uv = pixellate(uv, amount);
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//vec4 outputColor = vec4(uv.x, 0., uv.y, 1.0);
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float dist = distance(uv, vec2(0.5, 0.5));
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float curve = sin(dist * 60.0);
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vec4 outputColor = vec4(0.5, 0.1, curve, 1.0);
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vec4 o = vec4(uv.x, 0., uv.y, 1.0);
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float size = 0.01;
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float period = 5.0;
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float period = 1.0;
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fragColor = boxFade(o, size, period);
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fragColor = boxFade(outputColor, size, period);
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}
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