Add t variable to represent u_time (#85)
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@ -10,7 +10,7 @@ function generate_shader(input, grid) {
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float i = x + (y - 1.0) * y;
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return vec3(x, y, i);
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}
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vec4 getColor(float x, float y, float i, float I, float X, float Y) {
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vec4 getColor(float x, float y, float i, float I, float X, float Y, float t) {
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vec4 color = vec4(0, 0, 0, 0);
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${input}
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return color;
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@ -19,7 +19,7 @@ function generate_shader(input, grid) {
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vec2 uv = gl_FragCoord.xy/u_resolution.xy;
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vec2 grid = vec2(${grid.x}, ${grid.y});
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vec3 p = mapping(uv, grid);
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FragColor = getColor(p.x, p.y, p.z, grid.x * grid.y, grid.x, grid.y);
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FragColor = getColor(p.x, p.y, p.z, grid.x * grid.y, grid.x, grid.y, u_time);
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}
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`;
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}
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