200 lines
6.4 KiB
GLSL
200 lines
6.4 KiB
GLSL
#version 300 es
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precision highp float;
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uniform vec3 iResolution;
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uniform float iTime;
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out vec4 FragColor;
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// mix noise for alive animation, full source
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vec4 hash4(vec4 n) {
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return fract(sin(n) * 1399763.5453123f);
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}
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vec3 hash3(vec3 n) {
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return fract(sin(n) * 1399763.5453123f);
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}
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vec3 hpos(vec3 n) {
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return hash3(vec3(dot(n, vec3(157.0f, 113.0f, 271.0f)), dot(n, vec3(271.0f, 157.0f, 113.0f)), dot(n, vec3(113.0f, 271.0f, 157.0f))));
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}
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float noise4q(vec4 x) {
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vec4 n3 = vec4(0, 0.25f, 0.5f, 0.75f);
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vec4 p2 = floor(x.wwww + n3);
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vec4 b = floor(x.xxxx + n3) + floor(x.yyyy + n3) * 157.0f + floor(x.zzzz + n3) * 113.0f;
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vec4 p1 = b + fract(p2 * 0.00390625f) * vec4(164352.0f, -164352.0f, 163840.0f, -163840.0f);
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p2 = b + fract((p2 + 1.0f) * 0.00390625f) * vec4(164352.0f, -164352.0f, 163840.0f, -163840.0f);
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vec4 f1 = fract(x.xxxx + n3);
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vec4 f2 = fract(x.yyyy + n3);
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f1 = f1 * f1 * (3.0f - 2.0f * f1);
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f2 = f2 * f2 * (3.0f - 2.0f * f2);
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vec4 n1 = vec4(0, 1.0f, 157.0f, 158.0f);
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vec4 n2 = vec4(113.0f, 114.0f, 270.0f, 271.0f);
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vec4 vs1 = mix(hash4(p1), hash4(n1.yyyy + p1), f1);
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vec4 vs2 = mix(hash4(n1.zzzz + p1), hash4(n1.wwww + p1), f1);
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vec4 vs3 = mix(hash4(p2), hash4(n1.yyyy + p2), f1);
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vec4 vs4 = mix(hash4(n1.zzzz + p2), hash4(n1.wwww + p2), f1);
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vs1 = mix(vs1, vs2, f2);
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vs3 = mix(vs3, vs4, f2);
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vs2 = mix(hash4(n2.xxxx + p1), hash4(n2.yyyy + p1), f1);
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vs4 = mix(hash4(n2.zzzz + p1), hash4(n2.wwww + p1), f1);
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vs2 = mix(vs2, vs4, f2);
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vs4 = mix(hash4(n2.xxxx + p2), hash4(n2.yyyy + p2), f1);
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vec4 vs5 = mix(hash4(n2.zzzz + p2), hash4(n2.wwww + p2), f1);
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vs4 = mix(vs4, vs5, f2);
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f1 = fract(x.zzzz + n3);
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f2 = fract(x.wwww + n3);
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f1 = f1 * f1 * (3.0f - 2.0f * f1);
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f2 = f2 * f2 * (3.0f - 2.0f * f2);
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vs1 = mix(vs1, vs2, f1);
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vs3 = mix(vs3, vs4, f1);
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vs1 = mix(vs1, vs3, f2);
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float r = dot(vs1, vec4(0.25f));
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return r * r * (3.0f - 2.0f * r);
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}
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// body of a star
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float noiseSpere(vec3 ray, vec3 pos, float r, mat3 mr, float zoom, vec3 subnoise, float anim) {
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float b = dot(ray, pos);
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float c = dot(pos, pos) - b * b;
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vec3 r1 = vec3(0.0f);
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float s = 0.0f;
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float d = 0.03125f;
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float d2 = zoom / (d * d);
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float ar = 5.0f;
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for(int i = 0; i < 3; i++) {
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float rq = r * r;
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if(c < rq) {
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float l1 = sqrt(rq - c);
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r1 = ray * (b - l1) - pos;
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r1 = r1 * mr;
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s += abs(noise4q(vec4(r1 * d2 + subnoise * ar, anim * ar)) * d);
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}
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ar -= 2.0f;
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d *= 4.0f;
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d2 *= 0.0625f;
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r = r - r * 0.02f;
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}
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return s;
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}
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// glow ring
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float ring(vec3 ray, vec3 pos, float r, float size) {
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float b = dot(ray, pos);
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float c = dot(pos, pos) - b * b;
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float s = max(0.0f, (1.0f - size * abs(r - sqrt(c))));
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return s;
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}
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// rays of a star
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float ringRayNoise(vec3 ray, vec3 pos, float r, float size, mat3 mr, float anim) {
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float b = dot(ray, pos);
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vec3 pr = ray * b - pos;
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float c = length(pr);
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pr *= mr;
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pr = normalize(pr);
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float s = max(0.0f, (1.0f - size * abs(r - c)));
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float nd = noise4q(vec4(pr * 1.0f, -anim + c)) * 2.0f;
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nd = pow(nd, 2.0f);
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float n = 0.4f;
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float ns = 1.0f;
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if(c > r) {
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n = noise4q(vec4(pr * 10.0f, -anim + c));
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ns = noise4q(vec4(pr * 50.0f, -anim * 2.5f + c * 2.0f)) * 2.0f;
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}
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n = n * n * nd * ns;
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return pow(s, 4.0f) + s * s * n;
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}
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vec4 noiseSpace(vec3 ray, vec3 pos, float r, mat3 mr, float zoom, vec3 subnoise, float anim) {
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float b = dot(ray, pos);
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float c = dot(pos, pos) - b * b;
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vec3 r1 = vec3(0.0f);
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float s = 0.0f;
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float d = 0.0625f * 1.5f;
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float d2 = zoom / d;
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float rq = r * r;
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float l1 = sqrt(abs(rq - c));
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r1 = (ray * (b - l1) - pos) * mr;
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r1 *= d2;
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s += abs(noise4q(vec4(r1 + subnoise, anim)) * d);
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s += abs(noise4q(vec4(r1 * 0.5f + subnoise, anim)) * d * 2.0f);
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s += abs(noise4q(vec4(r1 * 0.25f + subnoise, anim)) * d * 4.0f);
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//return s;
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return vec4(s * 2.0f, abs(noise4q(vec4(r1 * 0.1f + subnoise, anim))), abs(noise4q(vec4(r1 * 0.1f + subnoise * 6.0f, anim))), abs(noise4q(vec4(r1 * 0.1f + subnoise * 13.0f, anim))));
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}
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float sphereZero(vec3 ray, vec3 pos, float r) {
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float b = dot(ray, pos);
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float c = dot(pos, pos) - b * b;
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float s = 1.0f;
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if(c < r * r)
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s = 0.0f;
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return s;
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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vec2 p = (-iResolution.xy + 2.0f * fragCoord.xy) / iResolution.y;
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float time = iTime * 1.0f;
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float mx = time * 0.025f;
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float my = -0.6f;
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vec2 rotate = vec2(mx, my);
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vec2 sins = sin(rotate);
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vec2 coss = cos(rotate);
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mat3 mr = mat3(vec3(coss.x, 0.0f, sins.x), vec3(0.0f, 1.0f, 0.0f), vec3(-sins.x, 0.0f, coss.x));
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mr = mat3(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, coss.y, sins.y), vec3(0.0f, -sins.y, coss.y)) * mr;
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mat3 imr = mat3(vec3(coss.x, 0.0f, -sins.x), vec3(0.0f, 1.0f, 0.0f), vec3(sins.x, 0.0f, coss.x));
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imr = imr * mat3(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, coss.y, -sins.y), vec3(0.0f, sins.y, coss.y));
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vec3 ray = normalize(vec3(p, 2.0f));
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vec3 pos = vec3(0.0f, 0.0f, 3.0f);
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float s1 = noiseSpere(ray, pos, 1.0f, mr, 0.5f, vec3(0.0f), time);
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s1 = pow(min(1.0f, s1 * 2.4f), 2.0f);
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float s2 = noiseSpere(ray, pos, 1.0f, mr, 4.0f, vec3(83.23f, 34.34f, 67.453f), time);
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s2 = min(1.0f, s2 * 2.2f);
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fragColor = vec4(mix(vec3(1.0f, 1.0f, 0.0f), vec3(1.0f), pow(s1, 60.0f)) * s1, 1.0f);
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fragColor += vec4(mix(mix(vec3(1.0f, 0.0f, 0.0f), vec3(1.0f, 0.0f, 1.0f), pow(s2, 2.0f)), vec3(1.0f), pow(s2, 10.0f)) * s2, 1.0f);
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fragColor.xyz -= vec3(ring(ray, pos, 1.03f, 11.0f)) * 2.0f;
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fragColor = max(vec4(0.0f), fragColor);
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float s3 = ringRayNoise(ray, pos, 0.96f, 1.0f, mr, time);
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fragColor.xyz += mix(vec3(1.0f, 0.6f, 0.1f), vec3(1.0f, 0.95f, 1.0f), pow(s3, 3.0f)) * s3;
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float zero = sphereZero(ray, pos, 0.9f);
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if(zero > 0.0f) {
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vec4 s4 = noiseSpace(ray, pos, 100.0f, mr, 0.05f, vec3(1.0f, 2.0f, 4.0f), 0.0f);
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s4.x = pow(s4.x, 3.0f);
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fragColor.xyz += mix(mix(vec3(1.0f, 0.0f, 0.0f), vec3(0.0f, 0.0f, 1.0f), s4.y * 1.9f), vec3(0.9f, 1.0f, 0.1f), s4.w * 0.75f) * s4.x * pow(s4.z * 2.5f, 3.0f) * 0.2f * zero;
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}
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fragColor = max(vec4(0.0f), fragColor);
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fragColor = min(vec4(1.0f), fragColor);
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}
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void main() {
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mainImage(FragColor, gl_FragCoord.xy);
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} |