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rrttm/encounter_shadertoy.glsl
2026-09-15 16:58:02 +02:00

17 lines
547 B
GLSL

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