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Neuen Shader erstellen
Vertex Shader
attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
Fragment Shader
precision mediump float; // ===== ALLE VERFUEGBAREN UNIFORMS ===== uniform float u_time; uniform float u_deltaTime; uniform float u_timeStart; uniform int u_frame; uniform float u_fps; uniform vec2 u_resolution; uniform float u_aspectRatio; uniform float u_pixelRatio; uniform vec2 u_mouse; uniform vec2 u_mouseNorm; uniform vec4 u_mouseClick; uniform vec2 u_mouseVel; uniform vec4 u_date; uniform float u_random; uniform vec2 u_random2; uniform vec3 u_random3; uniform vec3 u_cameraPos; uniform vec3 u_cameraDir; uniform vec3 u_cameraUp; uniform float u_cameraFov; uniform sampler2D u_texture0; uniform sampler2D u_texture1; uniform vec2 u_texture0Res; uniform vec2 u_texture1Res; uniform float u_audioLow; uniform float u_audioMid; uniform float u_audioHigh; uniform float u_audioVolume; uniform vec2 u_scroll; uniform float u_zoom; void main() { vec2 uv = gl_FragCoord.xy / u_resolution.xy; vec2 mouse = u_mouseNorm; float dist = length(uv - mouse); vec3 col = 0.5 + 0.5 * cos(u_time + uv.xyx + vec3(0, 2, 4)); col += vec3(0.3, 0.5, 1.0) * smoothstep(0.3, 0.0, dist) * u_mouseClick.z; if (uv.y > 0.95 && uv.x < 0.15) { col = mix(col, vec3(0.0), 0.7); } gl_FragColor = vec4(col, 1.0); }
+ Shader speichern
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