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- uniform float iGlobalTime;
- vec3 getEmission() {
- vec2 p = -1.0 + 2.0 * vUv0;
- // main code, *original shader by: 'Plasma' by Viktor Korsun (2011)
- float x = p.x;
- float y = p.y;
- float mov0 = x+y+cos(sin(iGlobalTime)*2.0)*100.+sin(x/100.)*1000.;
- float mov1 = y / 0.9 + iGlobalTime;
- float mov2 = x / 0.2;
- float c1 = abs(sin(mov1+iGlobalTime)/2.+mov2/2.-mov1-mov2+iGlobalTime);
- float c2 = abs(sin(c1+sin(mov0/1000.+iGlobalTime)+sin(y/40.+iGlobalTime)+sin((x+y)/100.)*3.));
- float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.)));
- return vec3(c1, c2, c3);
- }
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