init
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#version 450
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layout(location=0)out vec4 fragColor;
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vec3 logo(vec2 u,float time){
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mat2 x=mat2(cos(time),sin(time),-sin(time),cos(time));
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mat2 y=mat2(sin(time),cos(time),-cos(time),sin(time));
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float l=length(u);
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if(l<.17){
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return vec3(1.);
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}else if(l<.22){
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u=x*u;
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if(abs(u.y)<.02){
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return vec3(1.);
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}else{
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return vec3(.82,.0,.1);
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}
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}else if(l<.25){
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return vec3(1.);
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}else if(l<.4){
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u=y*u;
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if(l>.32){
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float a=fract((atan(u.y,u.x)/(atan(-1.)*4.)+.5)*3.);
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if((l>.37)&&(a>.85-(l*2.)&&a<.15+(l*2.))){
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return vec3(1.);
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}else if(a>.275-l/2.&&a<.725+l/2.){
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return vec3(1.);
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}
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}
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if(abs(u.y)<.02){
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return vec3(1.);
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}else if(u.y<0.){
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return vec3(.35,.32,.32);
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}else{
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return vec3(.12);
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}
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}else if(l<.44){
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return vec3(1.);
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}else if(l<.5){
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return vec3(.12);
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}
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//flashy colours
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return vec3((sin(u.y+time*2.)+1.)/2.,(sin(u.x+time*3.)+1.)/2.,(sin(u.y+time*5.)+1.)/2.);
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}
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void main(){
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vec2 iResolution=vec2(1920.,1080.);
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float iTime=0;
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// Normalized pixel coordinates (from -0.5 to 0.5 vertically, -AR to AR horizontally)
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vec2 uv=gl_FragCoord.xy/iResolution.y;
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uv.x-=iResolution.x/iResolution.y/2.;
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uv.y-=.5;
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// Antialias
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float low=1./iResolution.y/2.;;
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vec3 o=vec3(low,-low,0.);
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vec3 col=(logo(uv+o.xx,iTime)
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+logo(uv+o.xy,iTime)
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+logo(uv+o.yx,iTime)
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+logo(uv+o.yy,iTime)
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+logo(uv+o.yz,iTime)
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+logo(uv+o.zy,iTime)
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+logo(uv+o.zz,iTime)
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+logo(uv+o.zx,iTime)
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+logo(uv+o.xz,iTime))/9.;
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// Output to screen
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fragColor=vec4(col,1.);
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}
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@@ -0,0 +1,11 @@
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#version 450
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vec2 positions[3]=vec2[](
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vec2(-1.,-1.),
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vec2(3.,-1.),
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vec2(-1.,3.)
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);
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void main(){
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gl_Position=vec4(positions[gl_VertexIndex],0.,1.);
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}
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