@@ -161,9 +161,9 @@ vec4 HSVtoRGB(vec4 hsv) {
161161
162162float bitxor(float val1, float val2)
163163{
164- float outp = 0 ;
165- for (int i = 1 ; i < 9 ; i++ ) outp += floor (mod (mod (floor (val1* pow (2 ,- i)),pow (2 ,i))+ mod (floor (val2* pow (2 ,- i)),pow (2 ,i)),2 ))* pow (2 ,i);
166- return outp/ 256 ;
164+ float outp = 0 . ;
165+ for (float i = 1 . ; i < 9 . ; i++ ) outp += floor (mod (mod (floor (val1* pow (2 . ,- i)),pow (2 . ,i))+ mod (floor (val2* pow (2 . ,- i)),pow (2 . ,i)),2 . ))* pow (2 . ,i);
166+ return outp/ 256 . ;
167167}
168168
169169float mod2(float val1, float mod1)
@@ -207,48 +207,48 @@ vec4 effect( vec4 colour, Image texture, vec2 texture_coords, vec2 screen_coords
207207
208208 vec4 pixel = Texel(texture, texture_coords);
209209
210- float cx = uv_scaled_centered.x * 1 ;
211- float cy = uv_scaled_centered.y * 1 ;
210+ float cx = uv_scaled_centered.x * 1 . ;
211+ float cy = uv_scaled_centered.y * 1 . ;
212212
213- float randnum = mod2(floor (4 * t), 256 )* mod2(floor (4 * t), 27 );
214- randnum = mod2(bitxor(pow (randnum, 3 ) - randnum + 3 , 7 + floor (randnum/ 11 )), 256 );
215- randnum = mod2(randnum* 123.54 ,0.1 )* 10 ;
213+ float randnum = mod2(floor (4 . *t), 256 . )* mod2(floor (4 . *t), 27 . );
214+ randnum = mod2(bitxor(pow (randnum, 3 . ) - randnum + 3 . , 7 . + floor (randnum/ 11 . )), 256 . );
215+ randnum = mod2(randnum* 123.54 ,0.1 )* 10 . ;
216216
217217
218218
219219 vec4 hsl = HSL(vec4 (tex.r, tex.g, tex.b, tex.a));
220220
221- float xorscale = 10 ;
221+ float xorscale = 10 . ;
222222
223223 // |y| = 50, |x| = 50
224224
225225 float mbx;
226226 float mby;
227227 float offx;
228228 float offy;
229- float rmasksum = - 1 ;
230- float rectmask = 1 ;
231- t = floor (t/ 4 );
229+ float rmasksum = - 1 . ;
230+ float rectmask = 1 . ;
231+ t = floor (t/ 4 . );
232232
233- for (int i = 0 ; i < 5 ; i++ )
233+ for (float i = 0 . ; i < 5 . ; i++ )
234234 {
235- randnum = bitxor(255 * randnum + mod2(t,81 ), pow (randnum* (16 - i), 2 ));
236- mbx = (cx - 25 * sin (100 / randnum)) * (1 + 2 * (floor (cos (177 / randnum + 1 ))));
237- mby = (cy - 25 * cos (113 / randnum + 1 )) * (1 + 2 * (floor (sin (221 / randnum))));
238- offx = bitxor(255 * randnum, pow (255 * randnum,5 ) - 255 * randnum);
239- offy = bitxor(255 * randnum, pow (255 * randnum,5 ) + 255 * randnum);
240- offx /= 10 ;
241- offy /= 10 ;
235+ randnum = bitxor(255 . *randnum + mod2(t,81 . ), pow (randnum* (16 . -i), 2 . ));
236+ mbx = (cx - 25 . *sin (100 . /randnum)) * (1 . + 2 . *(floor (cos (177 . /randnum + 1 . ))));
237+ mby = (cy - 25 . *cos (113 . /randnum + 1 . )) * (1 . + 2 . *(floor (sin (221 . /randnum))));
238+ offx = bitxor(255 . *randnum, pow (255 . *randnum,5 . ) - 255 . *randnum);
239+ offy = bitxor(255 . *randnum, pow (255 . *randnum,5 . ) + 255 . *randnum);
240+ offx /= 10 . ;
241+ offy /= 10 . ;
242242 rectmask = (- mbx + abs (abs (mbx) + offx) - offx) - (mby - abs (abs (mby) - offy) + offy);
243- rmasksum *= - 1 * min (0 , max (- 1 , 5 - pow (rectmask, 2 )));
243+ rmasksum *= - 1 . * min (0 . , max (- 1 . , 5 . - pow (rectmask, 2 . )));
244244 }
245245
246- float laddermask = pow (sin ((23 - 20 * randnum* randnum)* pow (sin (sin (cy* randnum) + pow (sin (cy* randnum),2 )),2 )),2 ) * rmasksum;
246+ float laddermask = pow (sin ((23 . -20 . *randnum* randnum)* pow (sin (sin (cy* randnum) + pow (sin (cy* randnum),2 . )),2 . )),2 . ) * rmasksum;
247247
248248
249- hsl.x += floor (randnum + 0.1 ) * rmasksum * 4 * randnum * (1 - laddermask);// * bitxor(cx * xorscale, cy * xorscale)/4;
250- hsl.y += laddermask * (1 + 2 * rmasksum);
251- hsl.z += floor (randnum + 0.2 ) * (1 + rmasksum) * (1 - 1.5 * hsl.z) * 0.1 ;
249+ hsl.x += floor (randnum + 0.1 ) * rmasksum * 4 . * randnum * (1 . - laddermask);// * bitxor(cx * xorscale, cy * xorscale)/4;
250+ hsl.y += laddermask * (1 . + 2 . * rmasksum);
251+ hsl.z += floor (randnum + 0.2 ) * (1 . + rmasksum) * (1 . - 1.5 * hsl.z) * 0.1 ;
252252
253253 tex.rgb = RGB(hsl).rgb;
254254
@@ -277,6 +277,6 @@ vec4 position( mat4 transform_projection, vec4 vertex_position )
277277 float scale = 0.2 * (- 0.03 - 0.3 * max (0 ., 0.3 - mid_dist))
278278 * hovering* (length (mouse_offset)* length (mouse_offset))/ (2 . - mid_dist);
279279
280- return transform_projection * vertex_position + vec4 (0 , 0 , 0 ,scale);
280+ return transform_projection * vertex_position + vec4 (0 ., 0 ., 0 . ,scale);
281281}
282282#endif
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