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Xukmi - Fx Shader

float smoothMod(float a, float b) { return floor(a / b) + smoothstep(0.0, 1.0, fract(a / b)); }

void main() { v_uv = a_texCoord; gl_Position = vec4(a_position, 0.0, 1.0); } #endif xukmi fx shader

// --- VERTEX SHADER --- // (Minimal pass-through with UV coordinates) #ifdef VERTEX attribute vec2 a_position; attribute vec2 a_texCoord; varying vec2 v_uv; float smoothMod(float a, float b) { return floor(a

// --- FRAGMENT SHADER --- #ifdef FRAGMENT precision highp float; varying vec2 v_uv; float smoothMod(float a

vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); }