background changed, pellet resized, other minor cleanups and adjustments
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@@ -9,6 +9,7 @@ varying LOWP vec4 vColor;
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varying vec2 vTexCoord;
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uniform sampler2D u_texture;
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void main() {
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vec4 texColor = texture2D(u_texture, vTexCoord);
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texColor.rgb = 1.0 - texColor.rgb;
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@@ -1,89 +0,0 @@
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// from https://www.shadertoy.com/view/Msf3Wr
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#define GLSLSANDBOX
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#ifdef GLSLSANDBOX
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform float time;
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#ifndef GLSLSANDBOXTOYNOTCOMPATIBLE
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uniform vec4 iMouse;
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uniform int iFrame;
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#else /*GLSLSANDBOXTOYNOTCOMPATIBLE*/
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uniform vec2 mouse;
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#define iMouse mouse
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#endif /*GLSLSANDBOXTOYNOTCOMPATIBLE*/
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uniform vec2 resolution;
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#define iGlobalTime time
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#define iResolution (vec3(resolution, 1.))
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#endif /*GLSLSANDBOX*/
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#define iterations 17
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#define formuparam 0.53
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#define volsteps 20
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#define stepsize 0.1
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#define zoom 0.800
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#define tile 0.850
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#define speed 0.010
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#define brightness 0.0015
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#define darkmatter 0.300
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#define distfading 0.730
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#define saturation 0.850
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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//get coords and direction
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vec2 uv=fragCoord.xy/iResolution.xy-.5;
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uv.y*=iResolution.y/iResolution.x;
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vec3 dir=vec3(uv*zoom,1.);
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float time=iGlobalTime*speed+.25;
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float a1=.5+time/iResolution.x*2.;
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float a2=.8+time/iResolution.y*2.;
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mat2 rot1=mat2(cos(a1),sin(a1),-sin(a1),cos(a1));
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mat2 rot2=mat2(cos(a2),sin(a2),-sin(a2),cos(a2));
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dir.xz*=rot1;
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dir.xy*=rot2;
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vec3 from=vec3(1.,.5,0.5);
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from+=vec3(time*2.,time,-2.);
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from.xz*=rot1;
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from.xy*=rot2;
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//volumetric rendering
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float s=0.1,fade=1.;
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vec3 v=vec3(0.);
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for (int r=0; r<volsteps; r++) {
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vec3 p=from+s*dir*.5;
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p = abs(vec3(tile)-mod(p,vec3(tile*2.))); // tiling fold
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float pa,a=pa=0.;
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for (int i=0; i<iterations; i++) {
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p=abs(p)/dot(p,p)-formuparam; // the magic formula
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a+=abs(length(p)-pa); // absolute sum of average change
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pa=length(p);
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}
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float dm=max(0.,darkmatter-a*a*.001); //dark matter
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a*=a*a; // add contrast
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if (r>6) fade*=1.-dm; // dark matter, don't render near
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//v+=vec3(dm,dm*.5,0.);
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v+=fade;
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v+=vec3(s,s*s,s*s*s*s)*a*brightness*fade; // coloring based on distance
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fade*=distfading; // distance fading
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s+=stepsize;
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}
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v=mix(vec3(length(v)),v,saturation); //color adjust
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fragColor = vec4(v*.01,1.);
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}
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void main (void)
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{
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vec4 color = vec4 (0.0, 0.0, 0.0, 1.0);
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mainImage (color, gl_FragCoord.xy);
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color.w = 1.0;
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gl_FragColor = color;
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}
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@@ -1,12 +0,0 @@
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attribute vec4 a_position;
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attribute vec4 a_color;
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attribute vec2 a_texCoord0;
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uniform mat4 u_projTrans;
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varying vec2 vTexCoord;
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void main() {
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vTexCoord = a_texCoord0;
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gl_Position = u_projTrans * a_position;
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}
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