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beb64f4df9
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2a99d35797
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@@ -122,6 +122,7 @@ jobs:
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echo " User aur" >> ~/.ssh/config
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echo " User aur" >> ~/.ssh/config
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ssh-keyscan aur.archlinux.org >> ~/.ssh/known_hosts 2>/dev/null
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ssh-keyscan aur.archlinux.org >> ~/.ssh/known_hosts 2>/dev/null
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rm -rf /tmp/aur-gpupaper
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git clone ssh://aur@aur.archlinux.org/gpupaper.git /tmp/aur-gpupaper
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git clone ssh://aur@aur.archlinux.org/gpupaper.git /tmp/aur-gpupaper
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cp aur/PKGBUILD /tmp/aur-gpupaper/
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cp aur/PKGBUILD /tmp/aur-gpupaper/
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cd /tmp/aur-gpupaper
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cd /tmp/aur-gpupaper
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@@ -0,0 +1,29 @@
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// i don't remember what i based this off of or if it was just fiddling,
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// found it in my shader list and thought the clouds were pretty good,
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// for what it is
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uniform float time;
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uniform vec2 resolution;
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float noise(vec3 p) {
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float v = 0.0, a;
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for (a = .85; a > .15; a *=.75) {
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v += a * abs(dot( sin( .1*time + .1*p.z + .1*p/a) , vec3(a*3.)) );
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p += p;
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}
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return v;
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}
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void mainImage(out vec4 o, vec2 u) {
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float i = 0.0, s = 0.0;
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o = vec4(0.0);
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vec3 p = vec3(0.0);
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vec2 r = resolution;
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u = ( u+u - r.xy ) / r.y;
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for( ; i++ < 1e2; ) {
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p += vec3(u * s, s);
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s = .1 + .2* abs( 12.-abs(p.y) - noise(p) );
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o += 1./s;
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}
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o = tanh(vec4(5,2,1,0)*o /3e3/ length(u));
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}
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