SHADER模块整理,初始化代码移至main
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42
parts/shaders/aura.glsl
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42
parts/shaders/aura.glsl
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#define PI 3.1415926535897932384626
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extern float w,h;
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extern float t;
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vec4 effect(vec4 color,Image text,vec2 pos,vec2 scr_pos){
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float x=scr_pos.x/w;
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float y=scr_pos.y/h;
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float dx,dy;
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vec3 V=vec3(0.);
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dx=0.5+cos(t*3.*0.26)*0.4-x;
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dy=0.5-sin(t*3.*0.62)*0.4-y;
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dx=sqrt(dx*dx+dy*dy);
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V.r=V.r+smoothstep(1.26,0.,dx);
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dx=(0.5+cos(t*3.*0.32)*0.4)-x;
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dy=(0.5-sin(t*3.*0.80)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.g=V.g+smoothstep(1.26,0.,dx);
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dx=(0.5-cos(t*3.*0.49)*0.4)-x;
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dy=(0.5+sin(t*3.*0.18)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.b=V.b+smoothstep(1.26,0.,dx);
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dx=(0.5+cos(t*0.53)*0.4)-x;
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dy=(0.5-sin(t*0.46)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.rg+=vec2(smoothstep(0.626,0.,dx));
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dx=(0.5+cos(t*0.98)*0.4)-x;
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dy=(0.5+sin(t*0.57)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.rb+=vec2(smoothstep(0.626,0.,dx));
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dx=(0.5-cos(t*0.86)*0.4)-x;
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dy=(0.5-sin(t*0.32)*0.4)-y;
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dx=sqrt(dx*dx+dy*dy);
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V.gb+=vec2(smoothstep(0.626,0.,dx));
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dx=1.626*max(max(V.r,V.g),V.b);
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return vec4(V/dx,1.);
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}
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