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Sep 18th, 2019
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  1. #ifdef GL_ES
  2. precision mediump float;
  3. #endif
  4.  
  5. uniform vec2 u_resolution;
  6. uniform vec2 u_mouse;
  7. uniform float u_time;
  8.  
  9. vec2 rotate(vec2 v, float a) {
  10. float s = sin(a);
  11. float c = cos(a);
  12. mat2 m = mat2(c, -s, s, c);
  13. return m * v;
  14. }
  15.  
  16. void main() {
  17. vec2 uv = gl_FragCoord.xy/u_resolution.xy;
  18. vec2 UV = uv;
  19.  
  20. uv = uv - vec2(0.470,0.660);
  21.  
  22. float mask = 1.0;
  23.  
  24. uv = rotate(uv,2.878*2.);
  25.  
  26. float x = uv.x;
  27. float y = uv.y;
  28.  
  29. mask = step(-0.092,x)*(1.-step(0.380,x))*step(-0.244,y)*(1.-step(0.140,y));
  30. vec3 r1=mask*vec3(1.,0.,0.);
  31.  
  32. uv = UV - vec2(0.530,0.560);
  33. uv = rotate(uv,0.016*2.);
  34.  
  35. x = uv.x;
  36. y = uv.y;
  37.  
  38. float r2Mask = step(-0.308,x)*(1.-step(0.244,x))*step(-0.276,y)*(1.-step(0.116,y));
  39. mask +=r2Mask;
  40. vec3 r2=r2Mask*vec3(0.,1.,0.);
  41.  
  42. gl_FragColor =vec4(vec3(mask)*(r1*(1.-r2Mask)+r2),1.0);
  43. }
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