fixed shader function formatting
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6165da9875
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1 changed files with 3 additions and 5 deletions
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@ -27,7 +27,7 @@ precision highp float;
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// ===================================================================
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// Library Functions
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//
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inline float rand(vec2 co){
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inline float rand(vec2 co) {
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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@ -296,8 +296,7 @@ float vt220Font(vec2 p, float c) {
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// smokeNoise(...) is for the main noise generation algorithm (very tunable)
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// https://www.shadertoy.com/view/MsdGWn
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//
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float textLines(vec2 uvG)
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{
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float textLines(vec2 uvG) {
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float wt = 5. * (iTime + 0.5*sin(iTime*1.4) + 0.2*sin(iTime*2.9)); // wobbly time
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vec2 uvGt = uvG + vec2(0., floor(wt));
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float ll = rand(vec2(uvGt.y, - 1.)) * ROWCOLS.x; // line length
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@ -354,8 +353,7 @@ inline float bloom(vec2 uv2) {
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* smoothstep(0., -SMOOTH*20., stdRS(uvC, -0.02)) * 0.5;
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 uv = vec2(fragCoord.x, iResolution.y - fragCoord.y);
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vec2 uvT = ROWCOLS * FONT_SIZE * uv / iResolution.xy;
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vec2 uvG = floor(ROWCOLS * uv / iResolution.xy);
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