2016-01-22 19:17:27 +00:00
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#ifdef GL_ES
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precision mediump float;
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#endif
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#define PI 3.141592653589793
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#define HALF_PI 1.5707963267948966
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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// Robert Penner's easing functions in GLSL
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// https://github.com/stackgl/glsl-easings
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float linear(float t) {
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return t;
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}
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float exponentialIn(float t) {
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return t == 0.0 ? t : pow(2.0, 10.0 * (t - 1.0));
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}
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float exponentialOut(float t) {
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return t == 1.0 ? t : 1.0 - pow(2.0, -10.0 * t);
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}
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float exponentialInOut(float t) {
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return t == 0.0 || t == 1.0
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? t
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: t < 0.5
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? +0.5 * pow(2.0, (20.0 * t) - 10.0)
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: -0.5 * pow(2.0, 10.0 - (t * 20.0)) + 1.0;
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}
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float sineIn(float t) {
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return sin((t - 1.0) * HALF_PI) + 1.0;
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}
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float sineOut(float t) {
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return sin(t * HALF_PI);
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}
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float sineInOut(float t) {
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return -0.5 * (cos(PI * t) - 1.0);
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}
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float qinticIn(float t) {
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return pow(t, 5.0);
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}
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float qinticOut(float t) {
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return 1.0 - (pow(t - 1.0, 5.0));
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}
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float qinticInOut(float t) {
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return t < 0.5
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? +16.0 * pow(t, 5.0)
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: -0.5 * pow(2.0 * t - 2.0, 5.0) + 1.0;
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}
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float quarticIn(float t) {
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return pow(t, 4.0);
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}
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float quarticOut(float t) {
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return pow(t - 1.0, 3.0) * (1.0 - t) + 1.0;
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}
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float quarticInOut(float t) {
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return t < 0.5
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? +8.0 * pow(t, 4.0)
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: -8.0 * pow(t - 1.0, 4.0) + 1.0;
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}
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float quadraticInOut(float t) {
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float p = 2.0 * t * t;
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return t < 0.5 ? p : -p + (4.0 * t) - 1.0;
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}
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float quadraticIn(float t) {
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return t * t;
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}
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float quadraticOut(float t) {
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return -t * (t - 2.0);
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}
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float cubicIn(float t) {
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return t * t * t;
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}
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float cubicOut(float t) {
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float f = t - 1.0;
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return f * f * f + 1.0;
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}
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float cubicInOut(float t) {
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return t < 0.5
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? 4.0 * t * t * t
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: 0.5 * pow(2.0 * t - 2.0, 3.0) + 1.0;
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}
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float elasticIn(float t) {
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return sin(13.0 * t * HALF_PI) * pow(2.0, 10.0 * (t - 1.0));
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}
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float elasticOut(float t) {
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return sin(-13.0 * (t + 1.0) * HALF_PI) * pow(2.0, -10.0 * t) + 1.0;
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}
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float elasticInOut(float t) {
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return t < 0.5
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? 0.5 * sin(+13.0 * HALF_PI * 2.0 * t) * pow(2.0, 10.0 * (2.0 * t - 1.0))
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: 0.5 * sin(-13.0 * HALF_PI * ((2.0 * t - 1.0) + 1.0)) * pow(2.0, -10.0 * (2.0 * t - 1.0)) + 1.0;
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}
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float circularIn(float t) {
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return 1.0 - sqrt(1.0 - t * t);
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}
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float circularOut(float t) {
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return sqrt((2.0 - t) * t);
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}
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float circularInOut(float t) {
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return t < 0.5
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? 0.5 * (1.0 - sqrt(1.0 - 4.0 * t * t))
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: 0.5 * (sqrt((3.0 - 2.0 * t) * (2.0 * t - 1.0)) + 1.0);
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}
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float bounceOut(float t) {
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const float a = 4.0 / 11.0;
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const float b = 8.0 / 11.0;
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const float c = 9.0 / 10.0;
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const float ca = 4356.0 / 361.0;
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const float cb = 35442.0 / 1805.0;
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const float cc = 16061.0 / 1805.0;
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float t2 = t * t;
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return t < a
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? 7.5625 * t2
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: t < b
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? 9.075 * t2 - 9.9 * t + 3.4
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: t < c
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? ca * t2 - cb * t + cc
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: 10.8 * t * t - 20.52 * t + 10.72;
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}
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float bounceIn(float t) {
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return 1.0 - bounceOut(1.0 - t);
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}
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float bounceInOut(float t) {
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return t < 0.5
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? 0.5 * (1.0 - bounceOut(1.0 - t * 2.0))
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: 0.5 * bounceOut(t * 2.0 - 1.0) + 0.5;
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}
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float backIn(float t) {
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return pow(t, 3.0) - t * sin(t * PI);
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}
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float backOut(float t) {
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float f = 1.0 - t;
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return 1.0 - (pow(f, 3.0) - f * sin(f * PI));
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}
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float backInOut(float t) {
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float f = t < 0.5
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? 2.0 * t
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: 1.0 - (2.0 * t - 1.0);
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float g = pow(f, 3.0) - f * sin(f * PI);
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return t < 0.5
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? 0.5 * g
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: 0.5 * (1.0 - g) + 0.5;
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}
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void main() {
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vec3 colorA = vec3(0.149,0.141,0.912);
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vec3 colorB = vec3(1.000,0.833,0.224);
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float t = u_time*0.5;
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float pct = cubicInOut( abs(fract(t)*2.0-1.) );
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gl_FragColor = vec4(vec3(mix(colorA, colorB, pct)),1.0);
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2017-08-19 10:11:58 +00:00
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}
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