cool math shit, more to explore. simplex variations.
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// Author @patriciogv - 2015 - patriciogonzalezvivo.com
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// Modified to use Brusselator reaction-diffusion system
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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// Brusselator parameters
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const float A = 1.0;
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const float B = 2.5;
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const float Du = 0.1; // Diffusion rate for u
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const float Dv = 0.05; // Diffusion rate for v
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vec2 skew (vec2 st) {
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vec2 r = vec2(0.0);
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r.x = 1.1547*st.x;
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r.y = st.y+0.5*r.x;
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return r;
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}
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vec3 simplexGrid (vec2 st) {
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vec3 xyz = vec3(0.0);
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vec2 p = fract(skew(st));
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if (p.x > p.y) {
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xyz.xy = 1.0-vec2(p.x,p.y-p.x);
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xyz.z = p.y;
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} else {
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xyz.yz = 1.0-vec2(p.x-p.y,p.y);
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xyz.x = p.x;
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}
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return fract(xyz);
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}
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// Brusselator reaction function
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vec2 brusselator(vec2 uv, float time) {
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float scale = 10.0;
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vec2 st = uv * scale;
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// Initialize concentrations
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float u = 0.5 + 0.3 * sin(st.x * 3.14159) * cos(st.y * 3.14159);
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float v = 0.25 + 0.2 * cos(st.x * 2.0 * 3.14159) * sin(st.y * 2.0 * 3.14159);
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// Multiple iterations for the reaction-diffusion
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for(int i = 0; i < 5; i++) {
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// Brusselator reaction terms
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float reaction_u = A - (B + 1.0) * u + u * u * v;
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float reaction_v = B * u - u * u * v;
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// Simple Laplacian (diffusion)
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float laplacian_u = sin(st.x * 6.28318 + time) * 0.1 +
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sin(st.y * 6.28318 + time * 0.7) * 0.1;
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float laplacian_v = cos(st.x * 6.28318 + time * 0.5) * 0.1 +
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cos(st.y * 6.28318 + time * 1.2) * 0.1;
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// Update concentrations (Euler integration)
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u += 0.1 * (reaction_u + Du * laplacian_u);
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v += 0.1 * (reaction_v + Dv * laplacian_v);
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// Clamp to reasonable values
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u = clamp(u, 0.0, 2.0);
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v = clamp(v, 0.0, 2.0);
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// Advance time slightly for each iteration
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time += 0.05;
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}
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return vec2(u, v);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = vec3(0.0);
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// Get Brusselator concentrations
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vec2 bruss = brusselator(st, u_time * 0.5);
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// Scale the space to see the grid
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st *= 10.;
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// Use Brusselator concentrations to modulate the grid
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// u concentration affects red channel, v affects green
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float u_mod = bruss.x * 2.0;
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float v_mod = bruss.y * 2.0;
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// Create dynamic grid using Brusselator patterns
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vec2 modulated_st = st + vec2(u_mod * 0.5, v_mod * 0.3);
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// Subdivide the grid into equilateral triangles
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// using Brusselator values to animate the grid
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color = simplexGrid(modulated_st * (1.0 + bruss.x * 0.5));
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// Add some color from the Brusselator concentrations
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color.r += bruss.x * 0.3;
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color.g += bruss.y * 0.2;
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color.b += (1.0 - bruss.x) * 0.2;
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gl_FragColor = vec4(color, 1.0);
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}
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@ -0,0 +1,104 @@
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// Author @patriciogv - 2015 - patriciogonzalezvivo.com
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// Modified to use Gingerbread Man chaotic map
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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vec2 skew (vec2 st) {
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vec2 r = vec2(0.0);
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r.x = 1.1547*st.x;
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r.y = st.y+0.5*r.x;
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return r;
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}
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vec3 simplexGrid (vec2 st) {
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vec3 xyz = vec3(0.0);
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vec2 p = fract(skew(st));
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if (p.x > p.y) {
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xyz.xy = 1.0-vec2(p.x,p.y-p.x);
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xyz.z = p.y;
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} else {
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xyz.yz = 1.0-vec2(p.x-p.y,p.y);
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xyz.x = p.x;
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}
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return fract(xyz);
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}
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// Gingerbread Man map
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vec2 gingerbreadMan(vec2 pos, float time) {
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// Classic Gingerbread Man parameters with time modulation
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float a = 0.9 + 0.1 * sin(time * 0.3);
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// Multiple iterations for chaotic behavior
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vec2 p = pos;
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for(int i = 0; i < 8; i++) {
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float x_new = 1.0 - a * p.y + abs(p.x);
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float y_new = p.x;
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p = vec2(x_new, y_new);
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}
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return p;
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}
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// Alternative Gingerbread Man with different parameters
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vec2 gingerbreadMan2(vec2 pos, float time) {
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// More complex version with time-varying parameters
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float a = 0.8 + 0.2 * sin(time * 0.5);
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float b = 1.2 + 0.3 * cos(time * 0.7);
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vec2 p = pos;
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for(int i = 0; i < 6; i++) {
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float x_new = b * (1.0 + 2.0 * a) - a * p.y + abs(p.x);
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float y_new = p.x;
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p = vec2(x_new, y_new);
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// Add some noise for extra complexity
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p += 0.01 * sin(p * 10.0 + time);
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}
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return p;
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = vec3(0.0);
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// Scale and center for Gingerbread Man
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vec2 ginger_st = (st - 0.5) * 4.0;
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// Apply Gingerbread Man map
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vec2 ginger_pos = gingerbreadMan(ginger_st, u_time);
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// Also get the alternative version
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vec2 ginger_pos2 = gingerbreadMan2(ginger_st, u_time * 1.3);
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// Scale the space to see the grid
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st *= 8.0;
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// Use Gingerbread Man output to modulate the simplex grid
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vec2 modulated_st = st + ginger_pos * 0.3;
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// Create the simplex grid with chaotic modulation
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color = simplexGrid(modulated_st);
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// Add color based on Gingerbread Man positions
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color.r += 0.3 * (0.5 + 0.5 * sin(length(ginger_pos) * 5.0 + u_time));
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color.g += 0.2 * (0.5 + 0.5 * cos(ginger_pos.x * 3.0 + u_time * 2.0));
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color.b += 0.4 * (0.5 + 0.5 * sin(ginger_pos2.y * 4.0 + u_time * 1.5));
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// Enhance contrast
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color = mix(color, color * color, 0.3);
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// Vignette effect
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float vignette = 1.0 - length(st * 0.1);
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color *= vignette * vignette;
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gl_FragColor = vec4(color, 1.0);
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}
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@ -0,0 +1,50 @@
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// Author @patriciogv - 2015 - patriciogonzalezvivo.com
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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vec2 skew (vec2 st) {
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vec2 r = vec2(0.0);
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r.x = 1.1547*st.x;
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r.y = st.y+0.5*r.x;
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return r;
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}
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vec3 simplexGrid (vec2 st) {
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vec3 xyz = vec3(0.0);
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vec2 p = fract(skew(st));
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if (p.x > p.y) {
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xyz.xy = 1.0-vec2(p.x,p.y-p.x);
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xyz.z = p.y;
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} else {
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xyz.yz = 1.0-vec2(p.x-p.y,p.y);
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xyz.x = p.x;
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}
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return fract(xyz);
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}
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void main() {
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vec2 st = gl_FragCoord.xy/u_resolution.xy;
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vec3 color = vec3(0.0);
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// Scale the space to see the grid
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st *= 10.;
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// Show the 2D grid
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color.rg = fract(st);
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// Skew the 2D grid
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// color.rg = fract(skew(st));
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// Subdivide the grid into to equilateral triangles
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color = simplexGrid(st);
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gl_FragColor = vec4(color,1.0);
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}
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