Some shader optimization
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@@ -5,38 +5,35 @@ uniform float scale = 20.0;
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uniform float intensity = 1;
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uniform float intensity = 1;
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float rand(vec2 coord) {
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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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return fract(sin(dot(coord, vec2(12.9898, 78.233))) * 43758.5453);
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}
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}
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float cellular(vec2 coord) {
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float cellular(vec2 coord) {
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vec2 i = floor(coord);
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vec2 i = floor(coord);
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vec2 f = fract(coord);
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vec2 f = fract(coord);
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float min_dist = 1.0;
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float min_dist = 1.0;
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for (int y = -1; y <= 1; y++) {
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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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for (int x = -1; x <= 1; x++) {
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vec2 neighbor = vec2(float(x), float(y));
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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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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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point = 0.5 * sin(TIME * speed + 6.2831 * point);
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vec2 diff = neighbor + point - f;
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vec2 diff = neighbor + point - f;
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float dist = length(diff);
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float dist = length(diff);
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min_dist = min(min_dist, dist);
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min_dist = min(min_dist, dist);
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}
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}
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}
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}
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return min_dist;
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return min_dist;
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}
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}
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void fragment() {
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void fragment() {
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vec2 coord = UV * scale;
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if (COLOR.a != 0.0) {
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vec2 coord = UV * scale;
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float pattern = cellular(coord);
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float pattern = cellular(coord);
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float alpha = COLOR.a;
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if (pattern > intensity) {
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COLOR = vec4(COLOR.rgb, (pattern > intensity) ? 0.0 : 1.0);
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alpha = 0.0;
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}
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}
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}
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COLOR = vec4(COLOR.rgb, alpha);
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}
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