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✎ Chromatic Wave
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Vertex Shader
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attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
Fragment Shader
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precision mediump float; uniform float u_time; uniform vec2 u_resolution; uniform vec2 u_mouseNorm; uniform float u_zoom; void main() { vec2 uv = gl_FragCoord.xy / u_resolution.xy; float t = u_time * 0.5; vec2 p = (uv - 0.5) * vec2(u_resolution.x / u_resolution.y, 1.0) * u_zoom; float wave = sin(p.x * 3.0 + t) * 0.3; float dist = p.y - wave; vec3 col = vec3(0.0); float r = exp(-pow((dist + 0.02 * sin(p.x * 5.0 + t)) * 8.0, 2.0)); float g = exp(-pow(dist * 8.0, 2.0)); float b = exp(-pow((dist - 0.02 * sin(p.x * 5.0 + t)) * 8.0, 2.0)); col = vec3(r, g, b); float glow = exp(-abs(dist) * 3.0) * 0.3; col += vec3(0.2, 0.3, 0.5) * glow; float mouseDist = length(uv - u_mouseNorm); col += vec3(0.5, 0.3, 0.8) * smoothstep(0.25, 0.0, mouseDist) * 0.4; gl_FragColor = vec4(col, 1.0); }
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