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&֕?Q?Q>?(ÿ?YO10FFGLShaderglBindFramebufferEXTglBindRenderbufferEXTglCheckFramebufferStatusEXTglDeleteFramebuffersEXTglDeleteRenderbuffersEXTglFramebufferRenderbufferEXTglFramebufferTexture1DEXTglFramebufferTexture2DEXTglFramebufferTexture3DEXTglGenFramebuffersEXTglGenRenderbuffersEXTglGenerateMipmapEXTglGetFramebufferAttachmentParameterivEXTglGetRenderbufferParameterivEXTglIsFramebufferEXTglIsRenderbufferEXTglRenderbufferStorageEXTglDeleteObjectARBglGetHandleARBglDetachObjectARBglCreateShaderObjectARBglShaderSourceARBglCompileShaderARBglCreateProgramObjectARBglAttachObjectARBglLinkProgramARBglUseProgramObjectARBglValidateProgramARBglUniform1fARBglUniform2fARBglUniform3fARBglUniform4fARBglUniform1iARBglUniform2iARBglUniform3iARBglUniform4iARBglUniform1fvARBglUniform2fvARBglUniform3fvARBglUniform4fvARBglUniform1ivARBglUniform2ivARBglUniform3ivARBglUniform4ivARBglUniformMatrix2fvARBglUniformMatrix3fvARBglUniformMatrix4fvARBglGetObjectParameterfvARBglGetObjectParameterivARBglGetInfoLogARBglGetAttachedObjectsARBglGetUniformLocationARBglGetActiveUniformARBglGetUniformfvARBglGetUniformivARBglGetShaderSourceARBglActiveTextureglClientActiveTextureglMultiTexCoord1dglMultiTexCoord1dvglMultiTexCoord1fglMultiTexCoord1fvglMultiTexCoord1iglMultiTexCoord1ivglMultiTexCoord1sglMultiTexCoord1svglMultiTexCoord2dglMultiTexCoord2dvglMultiTexCoord2fglMultiTexCoord2fvglMultiTexCoord2iglMultiTexCoord2ivglMultiTexCoord2sglMultiTexCoord2svglMultiTexCoord3dglMultiTexCoord3dvglMultiTexCoord3fglMultiTexCoord3fvglMultiTexCoord3iglMultiTexCoord3ivglMultiTexCoord3sglMultiTexCoord3svglMultiTexCoord4dglMultiTexCoord4dvglMultiTexCoord4fglMultiTexCoord4fvglMultiTexCoord4iglMultiTexCoord4ivglMultiTexCoord4sglMultiTexCoord4sv18CFFGLPluginManager%1.2f18CFreeFrameGLPluginMSTSStatic Generatorby Matias WilkmanColorGrayscaleTwo-tonetimegrayscaletwotoneModevoid main(){ gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex; gl_FrontColor = gl_Color;}float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);}uniform float time;uniform bool twotone;uniform bool grayscale;void main(void){ vec4 c_out = vec4(0.0, 1.0, 0.0, 1.0); vec2 texCoord = gl_FragCoord.xy; texCoord.s += 8.64*fract(texCoord.t + time); texCoord.t += 4.57*fract(texCoord.s + time); if (grayscale && !twotone) c_out.rgb = vec3(mod(time+rand(vec2(texCoord.s+2.34*time, texCoord.t+3.14*time)), 1.0)); if (!grayscale && !twotone) c_out.rgb = vec3(mod(time+rand(texCoord+vec2(time)), 1.0), mod(time+rand(texCoord+vec2(2.0*time)), 1.0), mod(time+rand(texCoord+vec2(3.0*time)), 1.0)); if (twotone) if (mod(time+rand(texCoord + vec2(time)), 1.0) > 0.5) c_out.rgb = vec3(1.0); else c_out.rgb = vec3(0.0); gl_FragColor = c_out;}16FFGLStaticSource%$Dx%$0<%$08H 08H4 @XT' (8zPR|A ( Ɣ AA~(L   A 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