Encounter GLSL
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16
encounter_shadertoy.glsl
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16
encounter_shadertoy.glsl
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#define RESOLUTION (1. / iResolution.xy)
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#define MAX_MOSAIC 16.
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#define SPEED 48.
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#define FADEOUT_TIME 1.30
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#define FADOUT_SPEED 3.
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void mainImage( out vec4 fragColor, in vec2 fragCoord )
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{
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vec2 uv = fragCoord/iResolution.xy;
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float mosaic = floor(((iTime * SPEED) < MAX_MOSAIC) ? iTime * SPEED : (iTime * SPEED) - MAX_MOSAIC) + 1.;
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uv = floor(uv / RESOLUTION / mosaic) * RESOLUTION * mosaic;
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// Output to screen
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fragColor = texture(iChannel0,uv) * max(0., min(1., (FADEOUT_TIME * FADOUT_SPEED) - (iTime * FADOUT_SPEED)));
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}
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