Xukmi Fx Shader Site

void main() { v_uv = a_texCoord; gl_Position = vec4(a_position, 0.0, 1.0); } #endif

// --- VERTEX SHADER --- // (Minimal pass-through with UV coordinates) #ifdef VERTEX attribute vec2 a_position; attribute vec2 a_texCoord; varying vec2 v_uv; xukmi fx shader

// ------------------------------ // Helper functions // ------------------------------ float random (vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233))) * 43758.5453123); } void main() { v_uv = a_texCoord; gl_Position =

uniform float u_time; // Time in seconds uniform vec2 u_resolution; // Screen resolution uniform vec2 u_mouse; // Mouse position (normalized 0-1) void main() { v_uv = a_texCoord

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); }

// --- FRAGMENT SHADER --- #ifdef FRAGMENT precision highp float; varying vec2 v_uv;

// ========================================== // XUKMI FX SHADER - COMPLETE PIECE // ========================================== // A vibrant, flowing, psychedelic fragment shader // with distortion, color cycling, and dynamic patterns. // Designed to be used as a full-screen effect or on any quad. // ==========================================