@@ -90,10 +90,7 @@ _Tool input:_
9090
9191``` json
9292{
93- "fragmentShader" : "void mainImage(out vec4 fragColor, in vec2 fragCoord) {
94- vec2 uv = fragCoord / iResolution.xy;
95- fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);
96- }"
93+ "fragmentShader" : " void mainImage(out vec4 fragColor, in vec2 fragCoord) {\n vec2 uv = fragCoord / iResolution.xy;\n fragColor = vec4(uv, 0.5 + 0.5*sin(iTime), 1.0);\n }"
9794}
9895```
9996
@@ -122,22 +119,7 @@ _Tool input:_
122119
123120``` json
124121{
125- "fragmentShader" : "void mainImage(out vec4 fragColor, in vec2 fragCoord) {
126- vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;
127- float segments = 6.0;
128- float zoom = 1.0 + 0.3 * sin(iTime * 0.2);
129- float angle = atan(uv.y, uv.x) + iTime * 0.3;
130- float r = length(uv) * zoom;
131- angle = mod(angle, 6.28 / segments);
132- angle = abs(angle - 3.14 / segments);
133- vec2 p = vec2(cos(angle), sin(angle)) * r;
134- p += iTime * 0.1;
135- float v = sin(p.x * 10.0) * sin(p.y * 10.0);
136- v += sin(length(p) * 15.0 - iTime * 2.0);
137- v += sin(p.x * 5.0 + p.y * 7.0 + iTime);
138- vec3 col = 0.5 + 0.5 * cos(v * 2.0 + vec3(0.0, 2.0, 4.0) + iTime);
139- fragColor = vec4(col, 1.0);
140- }"
122+ "fragmentShader" : " void mainImage(out vec4 fragColor, in vec2 fragCoord) {\n vec2 uv = (fragCoord - 0.5 * iResolution.xy) / iResolution.y;\n float segments = 6.0;\n float zoom = 1.0 + 0.3 * sin(iTime * 0.2);\n float angle = atan(uv.y, uv.x) + iTime * 0.3;\n float r = length(uv) * zoom;\n angle = mod(angle, 6.28 / segments);\n angle = abs(angle - 3.14 / segments);\n vec2 p = vec2(cos(angle), sin(angle)) * r;\n p += iTime * 0.1;\n float v = sin(p.x * 10.0) * sin(p.y * 10.0);\n v += sin(length(p) * 15.0 - iTime * 2.0);\n v += sin(p.x * 5.0 + p.y * 7.0 + iTime);\n vec3 col = 0.5 + 0.5 * cos(v * 2.0 + vec3(0.0, 2.0, 4.0) + iTime);\n fragColor = vec4(col, 1.0);\n }"
141123}
142124```
143125
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