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#VERTEX_SHADER
Vertex vert(Vertex v)
{
return v;
}
#END_VERTEX_SHADER
#FRAGMENT_SHADER
Color frag(Color col, Texture texture, Vertex v)
{
float of = abs(sin(jin_Time.x / 5));
vec3 p = vec3(v.xy/jin_RenderTargetSize, 0) - of;
vec3 o = texture2D(texture,of+(p.xy*=.992)).rbb;
for (float i=0.;i<100.;i++)
p.z += pow(max(0.,of-length(texture2D(texture,of+(p.xy*=.992)).rg)),2.)*exp(-i*.08);
return vec4(o*o+p.z,1);
}
#END_FRAGMENT_SHADER
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