#version 330 #include "common.s" uniform float sample_count; layout(location = 0) in vec3 in_positions[NUM_VERTICES_PER_LINE]; out vec3 out_positions[NUM_VERTICES_PER_LINE]; void main() { float t = get_second(sample_count); vec3 rand_pos = rand3(float(gl_VertexID)/FLT(NUM_LINES)); if(t < 2.0) { for(int i=0; i0.02) { out_positions[0].y -= 0.0001; } #endif //4 #if 1 vec3 delta4 = rand_pos - in_positions[0]; out_positions[0] += delta4 * 0.002 * gbl_4(t); if(gbl_4a(t) < 0.5 && gbl_4a(t) > 0.) { vec3 dist = in_positions[0] - vec3(0.5); float d = dot(dist, dist); vec3 dir = normalize(dist); // out_positions[0] += dir/d * (gbl_4a(t)-0.25)*0.0002; out_positions[0] += dir/d * (gbl_4a(t)-0.2)*0.0002; } #endif for(int i=2; i