#define WRATH_GL_FRAGMENT_SHADER //LOCATION( 1, raw string) uniform float common_uniform0; //LOCATION( 2, raw string) uniform float common_uniform1; //LOCATION( 3, raw string) uniform float common_uniform2; //LOCATION( 4, raw string) uniform float common_uniform3; //LOCATION( 5, raw string) uniform float common_uniform4; //LOCATION( 6, raw string) uniform float common_uniform5; //LOCATION( 7, raw string) uniform float common_uniform6; //LOCATION( 8, raw string) uniform float common_uniform7; //LOCATION( 9, raw string) uniform float common_uniform8; //LOCATION( 10, raw string) uniform float common_uniform9; //LOCATION( 11, raw string) uniform float common_uniform10; //LOCATION( 12, raw string) uniform float common_uniform11; //LOCATION( 13, raw string) uniform float common_uniform12; //LOCATION( 14, raw string) uniform float common_uniform13; //LOCATION( 15, raw string) uniform float common_uniform14; //LOCATION( 16, raw string) //LOCATION( 17, raw string) float common_function(float p, float s, float ms, float u) //LOCATION( 18, raw string) { //LOCATION( 19, raw string) //LOCATION( 20, raw string) return (fract(p+s*0.1) + fract(ms*0.001+p) + fract(p+u*0.1) //LOCATION( 21, raw string) + fract(p+common_uniform0) //LOCATION( 22, raw string) + fract(p+common_uniform1) //LOCATION( 23, raw string) + fract(p+common_uniform2) //LOCATION( 24, raw string) + fract(p+common_uniform3) //LOCATION( 25, raw string) + fract(p+common_uniform4) //LOCATION( 26, raw string) + fract(p+common_uniform5) //LOCATION( 27, raw string) + fract(p+common_uniform6) //LOCATION( 28, raw string) + fract(p+common_uniform7) //LOCATION( 29, raw string) + fract(p+common_uniform8) //LOCATION( 30, raw string) + fract(p+common_uniform9) //LOCATION( 31, raw string) + fract(p+common_uniform10) //LOCATION( 32, raw string) + fract(p+common_uniform11) //LOCATION( 33, raw string) + fract(p+common_uniform12) //LOCATION( 34, raw string) + fract(p+common_uniform13) //LOCATION( 35, raw string) + fract(p+common_uniform14))/float(8); //LOCATION( 36, raw string) } //LOCATION( 37, raw string) //LOCATION( 1, raw string) uniform float frag_uniform0; //LOCATION( 2, raw string) uniform float frag_uniform1; //LOCATION( 3, raw string) uniform float frag_uniform2; //LOCATION( 4, raw string) uniform float frag_uniform3; //LOCATION( 5, raw string) uniform float frag_uniform4; //LOCATION( 6, raw string) uniform float frag_uniform5; //LOCATION( 7, raw string) uniform float frag_uniform6; //LOCATION( 8, raw string) uniform float frag_uniform7; //LOCATION( 9, raw string) uniform float frag_uniform8; //LOCATION( 10, raw string) uniform float frag_uniform9; //LOCATION( 11, raw string) uniform float frag_uniform10; //LOCATION( 12, raw string) uniform float frag_uniform11; //LOCATION( 13, raw string) uniform float frag_uniform12; //LOCATION( 14, raw string) uniform float frag_uniform13; //LOCATION( 15, raw string) uniform float frag_uniform14; //LOCATION( 16, raw string) //LOCATION( 17, raw string) float frag_function(float p, float s, float ms, float u) //LOCATION( 18, raw string) { //LOCATION( 19, raw string) //LOCATION( 20, raw string) return (fract(p+s*0.1) + fract(ms*0.001+p) + fract(p+u*0.1) //LOCATION( 21, raw string) + fract(p+frag_uniform0) //LOCATION( 22, raw string) + fract(p+frag_uniform1) //LOCATION( 23, raw string) + fract(p+frag_uniform2) //LOCATION( 24, raw string) + fract(p+frag_uniform3) //LOCATION( 25, raw string) + fract(p+frag_uniform4) //LOCATION( 26, raw string) + fract(p+frag_uniform5) //LOCATION( 27, raw string) + fract(p+frag_uniform6) //LOCATION( 28, raw string) + fract(p+frag_uniform7) //LOCATION( 29, raw string) + fract(p+frag_uniform8) //LOCATION( 30, raw string) + fract(p+frag_uniform9) //LOCATION( 31, raw string) + fract(p+frag_uniform10) //LOCATION( 32, raw string) + fract(p+frag_uniform11) //LOCATION( 33, raw string) + fract(p+frag_uniform12) //LOCATION( 34, raw string) + fract(p+frag_uniform13) //LOCATION( 35, raw string) + fract(p+frag_uniform14))/float(8); //LOCATION( 36, raw string) } //LOCATION( 37, raw string) uniform float time_s, time_ms, uniform_set; //LOCATION( 1, uniform/shaders/frag.glsl) varying float q; //LOCATION( 2, uniform/shaders/frag.glsl) varying vec2 pp; //LOCATION( 3, uniform/shaders/frag.glsl) uniform vec2 scale; //LOCATION( 4, uniform/shaders/frag.glsl) //LOCATION( 5, uniform/shaders/frag.glsl) //LOCATION( 6, uniform/shaders/frag.glsl) //LOCATION( 7, uniform/shaders/frag.glsl) void main(void) //LOCATION( 8, uniform/shaders/frag.glsl) { //LOCATION( 9, uniform/shaders/frag.glsl) float r, g, b; //LOCATION( 10, uniform/shaders/frag.glsl) r=common_function(abs(q), time_s, time_ms, uniform_set); //LOCATION( 11, uniform/shaders/frag.glsl) g=frag_function(abs(q), time_s, time_ms, uniform_set); //LOCATION( 12, uniform/shaders/frag.glsl) b=step(pp.x/dFdx(pp.x), 2.0) + step(pp.y/dFdy(pp.y), 2.0); //LOCATION( 13, uniform/shaders/frag.glsl) //LOCATION( 14, uniform/shaders/frag.glsl) gl_FragColor=vec4(r, g, b, 1.0); //LOCATION( 15, uniform/shaders/frag.glsl) } //LOCATION( 16, uniform/shaders/frag.glsl)