Pixel-Composer/shaders/sh_noise_flow/sh_noise_flow.fsh

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varying vec2 v_vTexcoord;
varying vec4 v_vColour;
uniform float progress;
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uniform float rotation;
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uniform vec2 detail;
uniform vec2 u_resolution;
uniform vec2 position;
uniform vec2 scale;
void main() {
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float ang = radians(rotation);
vec2 uv = (v_vTexcoord - position / u_resolution) * mat2(cos(ang), -sin(ang), sin(ang), cos(ang)) * scale;
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for(float i = detail.x; i <= detail.y; i++) {
uv.x += .5 / i * sin(i * 3. * uv.y + progress);
uv.y += .3 / i * cos(i * 3. * uv.x + progress);
}
float a = .5 + .5 * sin(uv.x);
gl_FragColor = vec4(vec3(a), 1.);
}