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kupa

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Jul 10th, 2017
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  1. void mainImage( out vec4 fragColor, in vec2 fragCoord )
  2. {
  3.     vec2 uv = fragCoord.xy / iResolution.xy;
  4.     vec4 texColor = texture(iChannel0, uv);
  5.    
  6.     float m = (texColor.r + texColor.g + texColor.b)/3.0;
  7.     fragColor.r = texColor.r - m*abs(sin(iGlobalTime));
  8.     fragColor.g = texColor.g - m*abs(sin(iGlobalTime));
  9.     fragColor.b = texColor.b - m*abs(sin(iGlobalTime));
  10.     fragColor.a = texColor.a;
  11. }
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