add LICENSE, shaders, Cargo.lock, and AUR package
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform float time;
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//uniform vec2 mouse;
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uniform vec2 resolution;
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// bonniemathew@gmail.com
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//vec3 COLOR1 = vec3(0.0, 0.0, 0.50);
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//vec3 COLOR2 = vec3(0.30, .0, 0.0);
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const vec3 COLOR1 = vec3(0.0, 0.0, 0.0);
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vec3 COLOR2 = COLOR1;
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float BLOCK_WIDTH = 0.01;
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void main( void ) {
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vec2 position = ( gl_FragCoord.xy / resolution.xy );
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vec3 final_color = vec3(1.0);
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// For creating the BG pattern
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float c1 = mod(position.x, 2.0 * BLOCK_WIDTH);
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c1 = step(position.x*0.01, c1);
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float c2 = mod(position.y, 2.0 * BLOCK_WIDTH);
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c2 = step(BLOCK_WIDTH, c2);
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final_color = mix( position.x * COLOR1, position.y * COLOR2, c1 * c2);
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// creating the wave
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position = -1.0 + 2.0 * position;
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float lineWidth = 10.0;
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vec2 sPos = position ;
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for( float i = 0.0; i < 13.; i++) {
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sPos.y += ((0.07*cos(time)) * tan(position.x + i/5.0+ sin(time*0.5)));
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lineWidth = abs(1.0 / (750.0 * sPos.y));
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final_color = final_color + vec3(lineWidth * 1.9f, lineWidth*1.9f, lineWidth * 0.);
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}
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gl_FragColor = vec4(final_color, 1.0);
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}
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