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19 lines
335 B
GLSL
19 lines
335 B
GLSL
in vec4 fColor;
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out vec4 outColor;
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uniform float t;
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in vec3 fpos;
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void main()
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{
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float f = 8.0*(fpos.y)*(1.0-fpos.y)*(fpos.z)*(1.0-fpos.z);
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f=sqrt(f);
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f=sqrt(f);
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f=sqrt(f);
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outColor.xyz = vec3(0.5+0.5*sin(10.0*t));
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// outColor.xyz = vec3((1.0-fpos.x)*(1.0+fpos.x)*(1.0-fpos.y)*(1.0+fpos.y));
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outColor.a = 1.0-f;
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}
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