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float cosa;uniform float sina;uniform float time;uniform bool pinning;float TWOPI = 6.28318531;void main(void){ vec2 dir = vec2(cosa, sina); mat2 R = mat2(cosa, sina, -1.0*sina, cosa); vec2 xy = vec2(gl_TexCoord[0].s, gl_TexCoord[0].t); float sheight = mix(0.0, 0.5, height); xy -= sheight/2.0*dir; vec2 rxy = R*xy; xy += dir*sheight*step(0.5, mod(mix(1.0, 45.0, width)*rxy.y+time, 1.0)); if (pinning) xy = clamp(abs(xy), 0.01, 0.99); gl_FragColor = texture2D(sampler0, xy);}uniform sampler2D sampler0;uniform float width;uniform float height;uniform float cosa;uniform float sina;uniform float time;uniform bool pinning;float TWOPI = 6.28318531;void main(void){ vec2 dir = vec2(cosa, sina); mat2 R = mat2(cosa, sina, -1.0*sina, cosa); vec2 xy = vec2(gl_TexCoord[0].s, gl_TexCoord[0].t); float sheight = mix(0.0, 0.5, height); xy -= sheight/2.0*dir; vec2 rxy = R*xy; xy += dir*sheight*mod(mix(1.0, 45.0, width)*rxy.y+time, 1.0); if (pinning) xy = clamp(abs(xy), 0.01, 0.99); gl_FragColor = texture2D(sampler0, xy);}uniform sampler2D sampler0;uniform float width;uniform float height;uniform float cosa;uniform float sina;uniform float time;uniform bool pinning;float TWOPI = 6.28318531;void main(void){ vec2 dir = vec2(cosa, sina); mat2 R = mat2(cosa, sina, -1.0*sina, cosa); vec2 xy = vec2(gl_TexCoord[0].s, gl_TexCoord[0].t); float sheight = mix(0.0, 0.5, height); xy -= sheight/2.0*dir; vec2 rxy = R*xy; xy += dir*sheight*abs(2.0*mod(mix(1.0, 45.0, width)*rxy.y+time, 1.0)-1.0); if (pinning) xy = clamp(abs(xy), 0.01, 0.99); gl_FragColor = texture2D(sampler0, xy);}float rand(vec2 co){ return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);}uniform sampler2D sampler0;uniform vec2 maxCoords;uniform float width;uniform float height;uniform float cosa;uniform float sina;uniform float time;uniform bool pinning;float TWOPI = 6.28318531;void main(void){ vec2 dir = vec2(cosa, sina); mat2 R = mat2(cosa, sina, -1.0*sina, cosa); vec2 xy = vec2(gl_TexCoord[0].s, gl_TexCoord[0].t); 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