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header.frag
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in vec2 cc;
in vec2 tc;
#define pi 3.141592653589793
#define _2pi 6.283185307179586
uniform sampler2D u_now;
uniform sampler2D u_prv;
out vec4 color;
float low = Ecoarse[0];
float mid = Ecoarse[1];
float hig = Ecoarse[2];
// double sht = 0.000001*(_elapsed_t + _w + _h + low + mid + hig + E[0] + _nband + labsX[0] + _nfreq);
const vec4 neongreen = vec4(0.22, 1, 0.08, 1);
vec4 prev( float dx, float dy ) {
return texelFetch( u_now,
ivec2( gl_FragCoord.x+dx, gl_FragCoord.y+dy ),
0 );
}
vec4 pprev( float dx, float dy ) {
return texelFetch( u_prv,
ivec2( gl_FragCoord.x+dx, gl_FragCoord.y+dy ),
0 );
}
vec4 prev_mod( float dx, float dy ) {
return texelFetch( u_now,
ivec2( mod(gl_FragCoord.x+dx,_w), mod(gl_FragCoord.y+dy,_h) ),
0 );
}
vec4 pprev_mod( float dx, float dy ) {
return texelFetch( u_prv,
ivec2( mod(gl_FragCoord.x+dx,_w), mod(gl_FragCoord.y+dy,_h) ),
0 );
}
float rand(vec2 co) {
return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
}
// xxx does that work
float rand(float f) {
return fract(sin(f*(12.9898)) * 43758.5453);
}
// xxx does that owrk?
float rand(vec3 co) {
return fract(sin(dot(co ,vec3(12.9898,78.233,39.2))) * 43758.5453);
}
float ssin(float x) {
return 0.5+0.5*sin(x);
}