!!hot!!: Xukmi Fx Shader
// --- VERTEX SHADER --- // (Minimal pass-through with UV coordinates) #ifdef VERTEX attribute vec2 a_position; attribute vec2 a_texCoord; varying vec2 v_uv;
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); } xukmi fx shader
// ------------------------------ // Helper functions // ------------------------------ float random (vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); } // --- VERTEX SHADER --- // (Minimal pass-through
float smoothMod(float a, float b) { return floor(a / b) + smoothstep(0.0, 1.0, fract(a / b)); } attribute vec2 a_texCoord