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| { | |
| "frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float \t\tu_time;\nuniform vec2 \t\tu_resolution;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\nvoid main() {\n vec4 color = v_color;\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n vec2 uv = v_texcoord;\n\n gl_FragColor = color;\n}\n", |
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| { | |
| "frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float \t\tu_time;\nuniform vec2 \t\tu_resolution;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\nvoid main() {\n vec4 color = v_color;\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n vec2 uv = v_texcoord;\n\n gl_FragColor = color;\n}\n", | |
| "vert": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\nuniform sampler2D u_tex1;\nuniform vec2 u_tex1Resolution;\n\nuniform mat4 u_modelMatrix;\nuniform mat4 u_viewMatrix;\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_modelViewProjectionMatrix;\n\nuniform vec2 \t\tu_resolution;\n\nattribute vec4 \t\ta_position;\nvarying vec4 \t\tv_position;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\n#include \"lygia/color/luma.glsl\"\n#include \"lygia/space/ratio.glsl\"\n#i |
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| { | |
| "frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float \t\tu_time;\nuniform vec2 \t\tu_resolution;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\nvoid main() {\n vec4 color = v_color;\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n vec2 uv = v_texcoord;\n\n gl_FragColor = color;\n}\n", | |
| "vert": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\nuniform sampler2D u_tex1;\nuniform vec2 u_tex1Resolution;\n\nuniform mat4 u_modelMatrix;\nuniform mat4 u_viewMatrix;\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_modelViewProjectionMatrix;\n\nuniform vec2 \t\tu_resolution;\n\nattribute vec4 \t\ta_position;\nvarying vec4 \t\tv_position;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\n#include \"lygia/color/luma.glsl\"\n#include \"lygia/space/ratio.glsl\"\n#i |
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| { | |
| "frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float \t\tu_time;\nuniform vec2 \t\tu_resolution;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\nvoid main() {\n vec4 color = v_color;\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n vec2 uv = v_texcoord;\n\n gl_FragColor = color;\n}\n", | |
| "vert": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform mat4 u_modelMatrix;\nuniform mat4 u_viewMatrix;\nuniform mat4 u_projectionMatrix;\nuniform mat4 u_modelViewProjectionMatrix;\n\nuniform vec2 \t\tu_resolution;\n\nattribute vec4 \t\ta_position;\nvarying vec4 \t\tv_position;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\n#include \"lygia/color/luma.glsl\"\n#include \"lygia/space/ratio.glsl\"\n#include \"lygia/sample/zero.glsl\"\n\nvoid main() {\n v_position = |
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| { | |
| "frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float \t\tu_time;\nuniform vec2 \t\tu_resolution;\nvarying vec4 \t\tv_color;\nvarying vec2 \t\tv_texcoord;\n\nvoid main() {\n vec4 color = v_color;\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n vec2 uv = v_texcoord;\n\n gl_FragColor = color;\n}\n", |
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| { | |
| "frag": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_tex0;\nuniform vec2 u_tex0Resolution;\n\nuniform float u_time;\nuniform vec2 u_resolution;\n\n#include \"lygia/space/ratio.glsl\"\n#include \"lygia/sample/zero.glsl\"\n\nvoid main() {\n vec4 color = vec4(vec3(0.0), 1.0);\n vec2 pixel = 1.0/u_resolution;\n vec2 st = gl_FragCoord.xy * pixel;\n st = ratio(st, u_resolution); \n \tst = ratio(st, u_tex0Resolution.yx);\n\n color = sampleZero(u_tex0, st);\n\n gl_FragColor = color;\n}\n", | |
| "vert": "#ifdef GL_ES\nprecision mediump float;\n#endif\n\nattribute vec4 a_position;\nvarying vec4 v_position;\n\nvoid main() {\n v_position = a_position;\n gl_Position = a_position;\n}\n", | |
| "commands": [ | |
| "fullscreen,on", | |
| "camera_position,-0,-0,-2", | |
| "camera_look_at,0,0,0", | |
| "textures,on" | |
| ], | |
| "assets": { |
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| { | |
| "frag": "#version 100\n\n#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_scene;\nuniform sampler2D u_sceneDepth;\n\n// IBL\nuniform samplerCube u_cubeMap;\nuniform vec3 u_SH[9];\n\nuniform mat4 u_viewMatrix;\n\nuniform vec3 u_camera;\nuniform float u_cameraDistance;\nuniform float u_cameraNearClip;\nuniform float u_cameraFarClip;\n\nuniform vec2 u_resolution;\n#define RESOLUTION u_resolution\nuniform vec2 u_mouse;\nuniform float u_time;\n\n\n#if !defined(POSTPROCESSING)\n// Shadow\nuniform sampler2D u_lightShadowMap;\nuniform mat4 u_lightMatrix;\nuniform vec3 u_light;\nuniform vec3 u_lightColor;\nuniform float u_lightIntensity;\nvarying vec4 v_lightCoord;\n#define LIGHT_DIRECTION u |
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| { | |
| "frag": "#version 100\n\n#ifdef GL_ES\nprecision mediump float;\n#endif\n\nuniform sampler2D u_scene;\nuniform sampler2D u_sceneDepth;\n\n// IBL\nuniform samplerCube u_cubeMap;\nuniform vec3 u_SH[9];\n\nuniform mat4 u_viewMatrix;\n\nuniform vec3 u_camera;\nuniform float u_cameraDistance;\nuniform float u_cameraNearClip;\nuniform float u_cameraFarClip;\n\nuniform vec2 u_resolution;\n#define RESOLUTION u_resolution\nuniform vec2 u_mouse;\nuniform float u_time;\n\n\n#if !defined(POSTPROCESSING)\n// Shadow\nuniform sampler2D u_lightShadowMap;\nuniform mat4 u_lightMatrix;\nuniform vec3 u_light;\nuniform vec3 u_lightColor;\nuniform float u_lightIntensity;\nvarying vec4 v_lightCoord;\n#define LIGHT_DIRECTION u |
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| { | |
| "frag": "#version 100\n\n#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// IBL\nuniform samplerCube u_cubeMap;\nuniform vec3 u_SH[9];\n\nuniform mat4 u_viewMatrix;\n\nuniform vec3 u_camera;\nuniform float u_cameraDistance;\nuniform float u_cameraNearClip;\nuniform float u_cameraFarClip;\n\nuniform vec2 u_resolution;\n#define RESOLUTION u_resolution\nuniform vec2 u_mouse;\nuniform float u_time;\n\n\n// Shadow\nuniform sampler2D u_lightShadowMap;\nuniform mat4 u_lightMatrix;\nuniform vec3 u_light;\nuniform vec3 u_lightColor;\nuniform float u_lightIntensity;\nvarying vec4 v_lightCoord;\n#define LIGHT_DIRECTION u_light\n#define LIGHT_COORD v_lightCoord\n#define LIGHT_COLOR u_light |
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| { | |
| "frag": "#version 100\n\n#ifdef GL_ES\nprecision mediump float;\n#endif\n\n// IBL\nuniform samplerCube u_cubeMap;\nuniform vec3 u_SH[9];\n\nuniform mat4 u_viewMatrix;\n\nuniform vec3 u_camera;\nuniform float u_cameraDistance;\nuniform float u_cameraNearClip;\nuniform float u_cameraFarClip;\n\nuniform vec2 u_resolution;\n#define RESOLUTION u_resolution\nuniform vec2 u_mouse;\nuniform float u_time;\n\n\n// Shadow\nuniform sampler2D u_lightShadowMap;\nuniform mat4 u_lightMatrix;\nuniform vec3 u_light;\nuniform vec3 u_lightColor;\nuniform float u_lightIntensity;\nvarying vec4 v_lightCoord;\n#define LIGHT_DIRECTION u_light\n#define LIGHT_COORD v_lightCoord\n#define LIGHT_COLOR u_light |
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