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scene1.glsl
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//
// Blobs
#ifdef GL_ES
precision highp float;
#endif
uniform float time;
uniform float lowFreq;
uniform vec2 mouse;
uniform vec2 resolution;
float makePoint(float x,float y,float fx,float fy,float sx,float sy,float t){
float xx=x+sin(t*fx)*sx;
float yy=y+cos(t*fy)*sy;
return 1.0/sqrt(xx*xx+yy*yy);
}
void main( void ) {
float weight = 100.0 * lowFreq * lowFreq;
vec2 p=(gl_FragCoord.xy/resolution.x)*2.0-vec2(1.0,resolution.y/resolution.x);
p=p*1.5;
float x=p.x;
float y=p.y;
float a=
makePoint(x,y,3.3,2.9,0.3,0.3,time);
a=a+makePoint(x,y,1.9,2.0,0.4,0.4,time);
a=a+makePoint(x,y,0.8,0.7,0.4,0.5,time);
a=a+makePoint(x,y,1.4,1.7,0.4,0.5,time);
a=a+makePoint(x,y,1.3,2.1,0.6,0.3,time);
a=a+makePoint(x,y,1.8,1.7,0.5,0.4,time);
float b=
makePoint(x,y,1.2,1.9,10000.0,0.3,time);
b=b+makePoint(x,y,0.7,2.7,0.4,0.4,time);
b=b+makePoint(x,y,1.4,0.6,0.4,0.5,time);
b=b+makePoint(x,y,1.4,0.9,0.6,0.3,time);
b=b+makePoint(x,y,0.7,1.3,0.5,0.4,time);
float c=
makePoint(x,y,3.7,0.3,0.3,0.3,time);
c=c+makePoint(x,y,1.9,1.3,0.4,0.4,time);
c=c+makePoint(x,y,0.2,0.6,0.6,0.3,time);
c=c+makePoint(x,y,1.3,0.5,0.5,0.4,time);
vec3 d=vec3(a,b,c)/32.0;
gl_FragColor = weight * vec4(d.x,d.y,d.z,1.0);
}