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drunk ancestor - xor كلمات أغنية

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void mainimage(out vec4 fragcolor, in vec2 fragcoord) {
vec2 uv = (fragcoord _ 0.5_iresolution.xy) / iresolution.y;

// feedback from previous frame with rotating zoom
vec2 uvn = fragcoord / iresolution.xy;
vec2 center = vec2(0.5);
vec2 dir = uvn _ center;

// add slow rotation to feedback direction
float theta = itime _ 0.000003; // increased speed for visible spin
mat2 rot = mat2(cos(theta), _sin(theta), sin(theta), cos(theta));
dir = rot _ dir;

float zoom = 1.22 _ 0.8;
vec2 zoomeduv = clamp(center _ dir _ zoom, 0.0, 1.0);
vec4 prev = texture(ichannel0, zoomeduv);

fragcolor = prev _ 0.975; // let color persist more

// time_based attractor coefficients
float t = itime _ 0.1;
float a = 1.4 _ sin(t _ 0.3) _ 0.5;
float b = 1.56 _ cos(t _ 0.2) _ 0.5;
float c = 1.4 _ sin(t _ 0.7) _ 0.3;
float d = _6.56 _ cos(t _ 0.4) _ 0.3;
// attractor iterations
for (int j = 0; j < 8; j__) { vec3 p3 = vec3(0.0); float toffset = itime _ float(j) _ 0.01; for (int i = 0; i < 60; i__) { float a = 1.4 _ sin(toffset _ 0.3) _ 0.5; float b = 1.56 _ cos(toffset _ 0.2) _ 0.5; float c = 1.4 _ sin(toffset _ 0.7) _ 0.3; float d = _6.56 _ cos(toffset _ 0.4) _ 0.3; float x = sin(a _ p3.y) _ cos(b _ p3.x); float y = sin(c _ p3.x) _ cos(d _ p3.y); float z = sin(p3.x _ p3.y); p3 = vec3(x, y, z); // apply 3d rotation float anglex = toffset _ 0.4; float angley = toffset _ 0.3; mat3 rotx = mat3( 1, 0, 0 0, cos(anglex), _sin(anglex) 0, sin(anglex), cos(anglex) ); mat3 roty = mat3( cos(angley), 0, sin(angley) 0, 1, 0 _sin(angley), 0, cos(angley) ); vec3 rp = roty _ rotx _ p3; float perspective = 1.4 / (0.5 _ rp.z _ 0.4); vec2 pos = 0.06 _ rp.xy _ perspective; float dist = length(uv _ pos); float brightness = 0.00000012 / (dist _ dist _ 0.0000000001); // enhanced hue dynamics float hue = 0.2 _ 0.5 _ sin(toffset _ length(p3) _ 5.0); vec3 col = vec3(0.5 _ 0.5 _ cos(6.283 _ hue _ vec3(0.0, 0.6, 1.0))); fragcolor.rgb _= brightness _ col; } } }

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