🎉 Add doom effect
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//////////////////////////////////////////////////////////////////////////////////////////
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// ) ( //
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// ( /( ( ( ) ( ( ( ( )\ ) ( ( //
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// )\()) ))\ )( ( ( )\ ) )\))( )\ ( (()/( ( )\))( ( //
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// ((_)\ /((_|()\ )\ ) )\ '(()/( ((_)()((_) )\ ) ((_)))\((_)()\ )\ //
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// | |(_|_))( ((_)_(_/( _((_)) )(_)) _(()((_|_)_(_/( _| |((_)(()((_|(_) //
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// | '_ \ || | '_| ' \)) | ' \()| || | \ V V / | ' \)) _` / _ \ V V (_-< //
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// |_.__/\_,_|_| |_||_| |_|_|_| \_, | \_/\_/|_|_||_|\__,_\___/\_/\_//__/ //
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// |__/ //
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// Copyright (c) 2021 Simon Schneegans //
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// Released under the GPLv3 or later. See LICENSE file for details. //
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//////////////////////////////////////////////////////////////////////////////////////////
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// The content from common.glsl is automatically prepended to each shader effect.
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uniform float uActorScale;
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uniform float uHorizontalScale;
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uniform float uVerticalScale;
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uniform float uPixelSize;
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void main() {
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float pixelSize = ceil(uPixelSize * uProgress + 1.0);
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vec2 pixelGrid = vec2(pixelSize) / uSize;
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vec2 texcoord = iTexCoord.st;
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texcoord.y = texcoord.y * uActorScale + 0.5 - uActorScale * 0.5;
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texcoord -= mod(iTexCoord.st, pixelGrid);
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texcoord += pixelGrid * 0.5;
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float hScale = uHorizontalScale * uSize.x * 0.001;
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float vScale = uVerticalScale * uSize.y * 0.0001;
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float shift = max(simplex2DFractal(texcoord.xx * hScale) * vScale +
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(1.0 + vScale * 0.8) * uProgress - 0.8 * vScale,
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0.0);
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texcoord.y -= uActorScale * shift;
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vec4 oColor = getInputColor(texcoord);
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setOutputColor(oColor);
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}
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