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@ -69,7 +69,10 @@ void main() { |
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vec2 uv = gl_FragCoord.xy * 2.0 / u_Resolution.xy - 1.0; |
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vec2 uv = gl_FragCoord.xy * 2.0 / u_Resolution.xy - 1.0; |
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uv.x *= u_Resolution.x/u_Resolution.y; |
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uv.x *= u_Resolution.x/u_Resolution.y; |
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vec3 eye = vec3(0., 0., -5.); |
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float an = 0.3 * u_Time; |
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float d = 2. + sin(an) * 1.6; |
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vec3 eye = vec3(3. * sin(an), 2., 3. * cos(an)) * d; |
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vec3 target = vec3(0., 0., 0.); |
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mat3 lookAt = look_mat(eye, target, 0); |
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mat3 lookAt = look_mat(eye, target, 0); |
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vec3 dir = normalize(lookAt * ray_dir(FOV, uv)); |
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vec3 dir = normalize(lookAt * ray_dir(FOV, uv)); |
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