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diff --git a/in_practice/breakout/shaders/post.vert b/in_practice/breakout/shaders/post.vert
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+#version 330 core
+
+layout (location = 0) in vec4 vertex;
+
+out vert_t {
+ vec2 tex_coords;
+} vert;
+
+uniform bool chaos;
+uniform bool confuse;
+uniform bool shake;
+uniform float time;
+
+void main()
+{
+ gl_Position = vec4(vertex.xy, 0.0, 1.0);
+ vec2 texture = vertex.zw;
+ if (chaos) {
+ float strength = 0.3;
+ vec2 pos = vec2(texture.x + sin(time) * strength,
+ texture.y + cos(time) * strength);
+ vert.tex_coords = pos;
+ } else if (confuse) {
+ vert.tex_coords = vec2(1.0) - texture;
+ } else {
+ vert.tex_coords = texture;
+ }
+ if (shake) {
+ float strength = 0.01;
+ gl_Position.x += cos(time * 10) * strength;
+ gl_Position.y += cos(time * 15) * strength;
+ }
+}