runnable fragment
code snippet
#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define PI 3.1415926535
uniform vec2 resolution;
uniform float time;
float frac(float c) {
return c - floor(c);
}#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
#define PI 3.1415926535
uniform vec2 resolution;
uniform float time;
float frac(float c) {
return c - floor(c);
}#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
#define BLOOD 5.
float frac(float c) {
return c - floor(c);
}#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform sampler2D Power;///min:n;mag:l;s:c;t:c;
uniform float time;
uniform float battery;
float frac(float c) {
return c - floor(c);
}#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
float frac(float c) {
return c - floor(c);
}
float rand(vec2 co) {#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
float frac(float c) {
return c - floor(c);
}
float rand(vec2 co, float e) {#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
void main(void) {
vec2 uv = gl_FragCoord.xy / resolution.xy;
float rot = time;