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precision highp float;
uniform vec2 resolution;
uniform float time;
out vec4 fragColor;
const float TAN30 = 1.0 / sqrt(3.0);
vec3 hue(vec3 col, float a) {
const vec3 k = vec3(TAN30);
float c = cos(a);
return col * c + cross(k, col) * sin(a) + k * dot(k, col) * (1.0 - c);
}
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
float s = clamp(0.35 + 0.35 * sin(3.0 * time + uv.y * resolution.y * 3.0), 0.0, 1.0);
float scanLines = pow(s, 1.33);
float v = (0.0 + 1.0 * 21.0 * uv.x * uv.y * (1.0 - uv.x) * (1.0 - uv.y));
vec3 vignette = vec3((pow(abs(v), 0.5)));
vec3 color = hue(uv.yxx, time * 0.5) * scanLines * vignette;
fragColor = vec4(color, 1.0);
}
96 fps 15ms
00:00:00.33
0.00