Updated BnW shader
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@@ -4,34 +4,29 @@ uniform vec4 black_color : source_color = vec4(0.0, 0.0, 0.0, 1.0);
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uniform vec4 white_color : source_color = vec4(1.0, 1.0, 1.0, 1.0);
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uniform bool switch_colors = false;
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uniform float threshold : hint_range(0.0, 1.0) = 0.5;
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uniform float speed : hint_range(0.0, 10.0) = 5.0;
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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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float rand(vec2 coord) {
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return fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453);
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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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}
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float cellular(vec2 coord) {
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vec2 i = floor(coord);
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vec2 f = fract(coord);
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float noise(vec2 uv) {
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vec2 uv_index = floor(uv);
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vec2 uv_fract = fract(uv);
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float min_dist = 1.0;
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vec2 blur = smoothstep(0.0, 1.0, uv_fract);
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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vec2 neighbor = vec2(float(x), float(y));
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vec2 point = vec2(rand(i + neighbor), rand(i + neighbor + vec2(1000.0)));
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point = 0.5 * sin(TIME * speed + 6.2831 * point);
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vec2 diff = neighbor + point - f;
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float dist = length(diff);
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min_dist = min(min_dist, dist);
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}
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}
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return min_dist;
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return mix( mix( dot( random(uv_index + vec2(0.0,0.0) ), uv_fract - vec2(0.0,0.0) ),
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dot( random(uv_index + vec2(1.0,0.0) ), uv_fract - vec2(1.0,0.0) ), blur.x),
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mix( dot( random(uv_index + vec2(0.0,1.0) ), uv_fract - vec2(0.0,1.0) ),
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dot( random(uv_index + vec2(1.0,1.0) ), uv_fract - vec2(1.0,1.0) ), blur.x), blur.y) + 0.5;
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}
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void fragment() {
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if (COLOR.a > 0.01) {
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float l = dot(COLOR.rgb, vec3(0.2126, 0.7152, 0.0722));
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@@ -41,8 +36,8 @@ 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 = UV * scale;
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if (cellular(coord) > intensity) {
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vec2 coord = UV * scale + TIME * speed;
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if (noise(coord) > intensity) {
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is_black = !is_black;
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}
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}
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