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- in vec2 v_textureCoordinates;
- uniform sampler2D colorTexture;
- uniform float speed;
- uniform float mixNum;
-
- float hash(float x){
- return fract(sin(x*23.3)*13.13);
- }
-
- void main(){
- float time = czm_frameNumber * speed / 1000.0;
- vec2 resolution = czm_viewport.zw;
- vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/min(resolution.x,resolution.y);
- vec3 c=vec3(.1,.2,.3);
- float a=-.3;
- float si=sin(a),co=cos(a);
- uv*=mat2(co,-si,si,co);
- uv*=length(uv+vec2(0,4.9))*.3+1.;
- float v=1.-sin(hash(floor(uv.x*100.))*2.);
- float b=clamp(abs(sin(20.*time*v+uv.y*(5./(2.+v))))-.95,0.,1.)*10.;
- c*=v*b;
- out_FragColor = mix(texture(colorTexture, v_textureCoordinates), vec4(c,1), mixNum);
- }
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