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✎ Tunnel Vision
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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 - 0.5 * u_resolution.xy) / u_resolution.y; float t = u_time * 0.3; float a = atan(uv.y, uv.x); float r = length(uv); float tunnel = 1.0 / r; vec2 p = vec2(a * 3.0 / 6.2831 + t * 0.2, tunnel * 0.5 - t); float grid = step(0.9, fract(p.x * 8.0)) + step(0.9, fract(p.y * 4.0)); vec3 col = vec3(0.0, 0.1, 0.2) * tunnel * 0.1; col += vec3(0.0, 0.6, 0.9) * grid * tunnel * 0.15; col += vec3(0.8, 0.2, 0.5) * grid * tunnel * 0.1 * sin(t * 2.0 + a * 3.0); float centerGlow = exp(-r * 5.0); col += vec3(0.5, 0.8, 1.0) * centerGlow; vec2 mouseOffset = (u_mouseNorm - 0.5) * 0.3; float mouseDist = length(uv - mouseOffset); col += vec3(1.0, 0.5, 0.0) * smoothstep(0.3, 0.0, mouseDist) * 0.3; col *= u_zoom; gl_FragColor = vec4(col, 1.0); }
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