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<root>/parties/2016/tokyodemofest16/glsl_graphics_compo/4linerayma.txt
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#ifdef GL_ES precision highp float; #endif uniform float time;uniform vec2 resolution;void main(void){float t=.0;vec2 u=( gl_FragCoord.xy/resolution)*2.-1.;vec3 d=normalize(vec3(u,1));vec3 p=vec3(0,0, time);for(int i=0;i<50;i++)t+=length(mod(p+d*t,2.)-1.)-.1;gl_FragColor.xyz=vec3( (t*.1)*d*.5);}