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- #ifdef GL_ES
- precision mediump float;
- #endif
- #define TAU 6.28318530718
- uniform vec2 u_resolution;
- uniform vec2 u_mouse;
- uniform float u_time;
- void main() {
- vec2 pos = gl_FragCoord.xy;
- vec2 delta = pos - u_mouse;
- float len = length(delta);
- pos = pos - 100.0*delta/len;
- float cell_size = u_resolution.x / 8.0;
- float ix = floor(pos.x / cell_size);
- float iy = floor(pos.y / cell_size);
- float odd = sin(pos.x*0.5) + sin(pos.y*0.5);
- vec3 colorA = vec3(0.9, 0.7, 0.4);
- vec3 colorB = vec3(0.6, 0.4, 0.2);
- gl_FragColor = vec4(mix(colorA, colorB, odd), 1.0);
- }
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