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Update/merge examples back into main repo (#192)
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60
Examples/resources/shaders/glsl100/cubes_panning.fs
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60
Examples/resources/shaders/glsl100/cubes_panning.fs
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Custom variables
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const float PI = 3.14159265358979323846;
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uniform float uTime;
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float divisions = 5.0;
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float angle = 0.0;
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vec2 VectorRotateTime(vec2 v, float speed)
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{
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float time = uTime*speed;
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float localTime = fract(time); // The time domain this works on is 1 sec.
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if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
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else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
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else if ((localTime >= 0.50) && (localTime < 0.75)) angle = PI*0.25;
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else if ((localTime >= 0.75) && (localTime < 1.00)) angle = PI/4.0*sin(2.0*PI*localTime);
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// Rotate vector by angle
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v -= 0.5;
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v = mat2(cos(angle), -sin(angle), sin(angle), cos(angle))*v;
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v += 0.5;
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return v;
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}
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float Rectangle(in vec2 st, in float size, in float fill)
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{
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float roundSize = 0.5 - size/2.0;
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float left = step(roundSize, st.x);
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float top = step(roundSize, st.y);
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float bottom = step(roundSize, 1.0 - st.y);
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float right = step(roundSize, 1.0 - st.x);
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return (left*bottom*right*top)*fill;
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}
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void main()
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{
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vec2 fragPos = fragTexCoord;
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fragPos.xy += uTime/9.0;
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fragPos *= divisions;
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vec2 ipos = floor(fragPos); // Get the integer coords
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vec2 fpos = fract(fragPos); // Get the fractional coords
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fpos = VectorRotateTime(fpos, 0.2);
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float alpha = Rectangle(fpos, 0.216, 1.0);
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vec3 color = vec3(0.3, 0.3, 0.3);
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gl_FragColor = vec4(color, alpha);
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}
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