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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
// Розмір екрану | |
uniform vec2 u_resolution; | |
// Значення часу | |
uniform float u_time; | |
// Текстура котика | |
uniform sampler2D u_texture_1; |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
// Текстура сцени для який будемо робити хроматичну аберацію | |
uniform sampler2D u_texture_0; | |
// Атрібути UV-координат текстури | |
varying vec2 v_texcoord; |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
// Текстура сцени для який будемо робити хроматичну аберацію | |
uniform sampler2D u_texture_0; | |
// Атрібути UV-координат текстури | |
varying vec2 v_texcoord; |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
// Текстура сцени для який будемо робити хроматичну аберацію | |
uniform sampler2D u_texture_0; | |
// Атрібути UV-координат текстури | |
varying vec2 v_texcoord; |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
// Розмір екрану | |
uniform vec2 u_resolution; | |
// Текстура для який будемо робити хроматичну аберацію | |
uniform sampler2D u_texture_0; |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform sampler2D u_texture_0; | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
void main() |
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform sampler2D u_texture_0; | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
const float PI = 3.14159265358979323846264; |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
// Вхідні начення нормалі поверхні моделі | |
varying vec4 v_normal; | |
// Позиція камери | |
vec3 cameraPosition = vec3(0.0, 0.0, 1.0); |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
// Вхідні значення нормалі поверхні моделі | |
varying vec4 v_normal; | |
// Позиція камери | |
vec3 cameraPosition = vec3(.0, 0, 1.0); | |
// Позиція джерела світла |
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
// Кількість джерел світла | |
#define LIGHT_COUNT 3 | |
// Вхідні начення нормалі поверхні моделі | |
varying vec4 v_normal; |
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