Reworked Cultist
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@@ -9,12 +9,14 @@ uniform float threshold : hint_range(0.0, 1.0) = 0.5;
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uniform float speed : hint_range(0.0, 10.0) = 0.5;
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uniform float intensity : hint_range(0.0, 1.0) = 1.0;
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uniform float scale : hint_range(0.0, 100.0) = 20.0;
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uniform float seed : hint_range(0.0, 1.0) = 0.0;
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uniform vec2 direction = vec2(1.0, 1.0);
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uniform bool use_world_pos = false;
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vec2 random(vec2 uv){
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uv = vec2( dot(uv, vec2(127.1,311.7) ),
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dot(uv, vec2(269.5,183.3) ) );
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return -1.0 + 2.0 * fract(sin(uv) * 43758.5453123);
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return -1.0 + 2.0 * fract((sin(uv) + seed) * 43758.5453123);
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}
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float noise(vec2 uv) {
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@@ -47,7 +49,7 @@ void fragment() {
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is_black = !is_black;
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}
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if (intensity < 1.0) {
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vec2 coord = noise_uv * scale + TIME * speed;
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vec2 coord = noise_uv * scale + TIME * speed * normalize(direction);
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if (noise(coord) > intensity) {
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is_black = !is_black;
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