varying float elapsed_time; void vertex() { elapsed_time = TIME; } //--- float rand(vec2 x) { return fract(cos(mod(dot(x, vec2(13.9898, 8.141)), 3.14)) * 43758.5453); } vec2 rand2(vec2 x) { return fract(cos(mod(vec2(dot(x, vec2(13.9898, 8.141)), dot(x, vec2(3.4562, 17.398))), vec2(3.14))) * 43758.5453); } vec3 rand3(vec2 x) { return fract(cos(mod(vec3(dot(x, vec2(13.9898, 8.141)), dot(x, vec2(3.4562, 17.398)), dot(x, vec2(13.254, 5.867))), vec3(3.14))) * 43758.5453); } vec3 rgb2hsv(vec3 c) { vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); vec4 p = c.g < c.b ? vec4(c.bg, K.wz) : vec4(c.gb, K.xy); vec4 q = c.r < p.x ? vec4(p.xyw, c.r) : vec4(c.r, p.yzx); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } 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); } float param_rnd(float minimum, float maximum, float seed) { return minimum+(maximum-minimum)*rand(vec2(seed)); }