bx-1480-shaderexp #76
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@ -54,10 +54,12 @@ const m_onBeforeCompile = (shader) => {
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// Изменяем вершинный шейдер
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// Изменяем вершинный шейдер
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shader.vertexShader = `
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shader.vertexShader = `
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varying float vDistance;
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${shader.vertexShader}
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${shader.vertexShader}
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`.replace(
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`.replace(
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`#include <begin_vertex>`,
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`#include <begin_vertex>`,
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`#include <begin_vertex>
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`#include <begin_vertex>
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vDistance = length(position
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`
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`
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);
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);
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@ -66,6 +68,7 @@ const m_onBeforeCompile = (shader) => {
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uniform vec2 u_resolution;
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform vec2 u_mouse;
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uniform float u_time;
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uniform float u_time;
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varying float vDistance;
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float random (in float x) {
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float random (in float x) {
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return fract(sin(x)*1e4);
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return fract(sin(x)*1e4);
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}
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}
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@ -108,7 +111,7 @@ const m_onBeforeCompile = (shader) => {
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#include <normal_fragment_begin>
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#include <normal_fragment_begin>
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// vec2 normal_st = gl_FragCoord.xy/vec2(u_resolution);
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// vec2 normal_st = gl_FragCoord.xy/vec2(u_resolution);
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vec2 normal_st = gl_PointCoord.xy/vec2(u_resolution);
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vec2 normal_st = vec2(vDistance, vDistance)/vec2(u_resolution);
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vec3 normal_pos = vec3(normal_st*5.0,1.0*0.5);
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vec3 normal_pos = vec3(normal_st*5.0,1.0*0.5);
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vec3 normal_noise = vec3(noise(normal_pos));
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vec3 normal_noise = vec3(noise(normal_pos));
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@ -120,7 +123,7 @@ const m_onBeforeCompile = (shader) => {
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`#include <dithering_fragment>`,
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`#include <dithering_fragment>`,
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`#include <dithering_fragment>
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`#include <dithering_fragment>
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vec2 st = gl_FragCoord.xy/vec2(u_resolution);
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vec2 st = vDistance/vec2(u_resolution);
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vec3 pos = vec3(st*5.0,1.0*0.5);
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vec3 pos = vec3(st*5.0,1.0*0.5);
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