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/*
* swirlytron.frag
*
* Swirly stuff for rendering onto swirly things...
*
* (c) 2007-2008 Thomas White <taw27@cam.ac.uk>
*
* thrust3d - a silly game
*
*/
varying vec2 coords;
varying vec2 incoords;
uniform float time;
uniform float rrb; /* Recharge ripple brightness */
uniform bool rechargeripple;
void main() {
vec3 colour;
colour.r = 0.0;
colour.g = 0.0;
colour.b = 0.5*max(0.0, cos(2.0*3.141*coords.x-(time/250.0))) + 0.5*max(0.0, cos(2.0*3.141*coords.y-(time/250.0)));
if ( rechargeripple ) {
const float f = 1.0;
float r;
r = pow(abs(incoords.x), 2.0) + pow(abs(incoords.y), 2.0);
colour.r += rrb * 0.8 * cos(2.0*f*3.141*r + (time/250.0) );
colour.g += rrb * 0.3 * cos(2.0*f*3.141*r + (time/250.0) );
colour.b += rrb * 0.1;
}
gl_FragColor = vec4(colour.r, colour.g, colour.b, 1.0);
}
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