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@ -2,7 +2,7 @@
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* Original shader from: https://www.shadertoy.com/view/ldyyWm
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*/
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#ifdef GL_ES
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precision mediump float;
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precision highp float;
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#endif
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uniform float uTime;
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@ -46,11 +46,11 @@ void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
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mat2 r1 = rot(time/4.), r2 = rot(time/2.);
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rd.xz *= r1, ro.xz *= r1, rd.yz *= r2, ro.yz *= r2;
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float t = .0, i = 24. * (1. - exp(- .2 * time - .1));
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for (int ii = 0; ii < 100; --ii) {
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if (i <= 0.) break;
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t += map(ro+rd*t) / 2.;
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--i;
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float t = 0.0, i = 24.0 * (1.0 - exp(-0.2 * time - 0.1));
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for (int ii = 0; ii < 100; ++ii) {
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if (i <= 0.0) break;
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t += map(ro + rd * t) / 2.0;
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i -= 1.0;
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}
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fragColor = vec4(1.1 - burn, exp(-t), exp(-t/2.), 1);
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