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@@ -37,6 +37,8 @@ uniform vec4 fix_circle_pos = vec4(0,1,0,0);
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uniform vec2 resolution;
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uniform float time;
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+float x_grid = 1;
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+
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vec4 ring(vec4 col,vec2 uv,vec2 aa, int z,float ang, float speed,float scaleX, float scaleY){
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//z =1; //count of star's
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//ang = 270;
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@@ -135,6 +137,11 @@ vec4 pulse(vec2 uv,vec4 col, vec2 a,vec4 col4){
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col = circle(uv,col,a,tt-310,col4);
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return col;
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}
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+float grid(vec2 st, float res)
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+{
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+ vec2 grid = fract(st*res);
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+ return (step(res,grid.x) * step(res,grid.y));
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+}
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void main1(){;
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vec2 uv = gl_FragCoord.xy ; //vUV.st ;
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@@ -158,6 +165,10 @@ void main1(){;
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col = fix_bg ; //col44;
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+ vec2 grid_uv = vec2(uv.xy*0.5);
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+ float x = grid( grid_uv, 1/15.) ;
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+ col.rgb += vec3(x,x,x) ;//*x;
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+
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//# background animation
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//float mysin = sin(uv.x/3.14/20*time);
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float mysin = sin(uv.y/3.14/10+time*4);
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@@ -184,7 +195,9 @@ void main1(){;
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// col.b = 1 ;//length(uv+vec2(2.9,0.9) )/200;
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// col.g = 0;
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//}
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-
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+
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+
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+
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col += 0.1 / length(uv+vec2(.6,.8) ); //sun
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