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| #extension GL_OES_standard_derivatives : enable | |
| precision highp float; | |
| /* | |
| Port of: https://www.shadertoy.com/view/fstyD4 by yugata | |
| */ | |
| uniform float time; | |
| uniform vec2 mouse; |
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| /* | |
| * Original shader from: https://www.shadertoy.com/view/stGcRV | |
| */ | |
| #extension GL_OES_standard_derivatives : enable | |
| #ifdef GL_ES | |
| precision highp float; | |
| #endif |
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| // Auroras by nimitz 2017 (twitter: @stormoid) | |
| // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License | |
| // Contact the author for other licensing options | |
| /* | |
| There are two main hurdles I encountered rendering this effect. | |
| First, the nature of the texture that needs to be generated to get a believable effect | |
| needs to be very specific, with large scale band-like structures, small scale non-smooth variations | |
| to create the trail-like effect, a method for animating said texture smoothly and finally doing all |
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| //Copyright (c) 2019-06-23 - 2019-07-17 by Angelo Logahd | |
| //Portfolio: https://angelologahd.wixsite.com/portfolio | |
| #ifdef GL_ES | |
| precision mediump float; | |
| #endif | |
| uniform float time; | |
| uniform vec2 mouse; | |
| uniform vec2 resolution; |
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| // 'Warp Speed 2' | |
| // David Hoskins 2015. | |
| // License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License. | |
| // Fork of:- https://www.shadertoy.com/view/Msl3WH | |
| //---------------------------------------------------------------------------------------- | |
| void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
| { | |
| float s = 0.0, v = 0.0; |
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| /** | |
| * Taken from https://glslsandbox.com/e#103637.0. | |
| * All credit goes to the original author. I merely took the shader and uploaded to github gists to save my favorite shaders. | |
| * For a licence, see below. | |
| */ | |
| //From shadertoy.com | |
| //Created by nimitz in 2019-05-27 | |
| //Imported to glslsandbox.com by Shad0wolf0 |
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| /* | |
| Taken from: https://glslsandbox.com/e#41763.0 | |
| All credit goes to the original author. I merely took the shader and uploaded to github gists to save my favorite shaders. | |
| */ | |
| #ifdef GL_ES | |
| precision highp float; | |
| #endif |
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| var source = document.getElementsByTagName('body')[0].innerHTML; | |
| if (source != null) { | |
| source = source.replace(/(?:.|\n)+Core\.InitializeStream\s*\(\s*\{[^)}]*source\s*:\s*'(.*?)'(?:.|\n)+/, "$1"); | |
| var toNormalize = decodeURIComponent(source); | |
| var url = "" | |
| for (var i = 0; i < toNormalize.length; i++) { | |
| var c = toNormalize.charAt(i); | |
| if (c != ' ') { | |
| var t = (function (c) { return c.charCodeAt == null ? c : c.charCodeAt(0); })(c) + '/'.charCodeAt(0); | |
| if (126 < t) { |