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out copy.frag
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out copy.frag
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#include "lib/runtime.glsl"
#include "lib/noise.glsl"
void program(inout vec3 color) {
float _cache_0x1 = sin(u_time);
vec2 _cache_0x2 = vec2(0.5, 0.5);
float _cache_0x3 = (0.5 * _cache_0x1);
vec2 _cache_0x4 = (uv - _cache_0x2);
float _cache_0x5 = (_cache_0x3 + 0.5);
float _cache_0x6 = (_cache_0x4 . y);
float _cache_0x7 = perlin((_cache_0x4 + u_time));
vec2 _cache_0x8 = (10.0 + _cache_0x4 + u_time);
float _cache_0x9 = perlin(_cache_0x8);
float _cache_0xa = (0.2 * _cache_0x9);
float _cache_0xb = (_cache_0x6 * _cache_0x6);
float _cache_0xc = ((0.2 * _cache_0x7) + 0.2 + (_cache_0x5 * 0.2));
float _cache_0xd = (_cache_0xc + _cache_0xa);
color = mix(vec3(0.988, 0.729, 1.17e-2), (0.5 + (0.5 * cos((vec3(0.0, 0.6, 1.0) + 3.1415 + (0.15 * u_time * 5.0))))), smoothstep(_cache_0xd, (_cache_0xd + 2.0e-2), sqrt((((_cache_0x4 . x) * (_cache_0x4 . x)) + _cache_0xb))));
}