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Merge pull request #112 from Malacath-92/master
Fix Attributions
2 parents 7c2d403 + 8464aab commit 34b9706

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README.md

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## Release Notes
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### 0.10.12
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* Fix attributions of several demo shaders,
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* align default wrap mode with what is default on shader-toy.com
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### 0.10.11
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* Automatic dependency updates.
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### 0.10.10
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* Fix stats display,
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* fix includes and shader names resolving on only their filename,

demos/audio.glsl

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// Created by inantop - https://www.shadertoy.com/view/XltSDX
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// Adapted for VS Code Shadertoy
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#iChannel0 "file://./outfoxing.mp3"
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void mainImage( out vec4 fragColor, in vec2 fragCoord )

demos/blending.glsl

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// Example shader created for VS Code ShaderToy extension
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#iChannel0 "https://66.media.tumblr.com/tumblr_mcmeonhR1e1ridypxo1_500.jpg"
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#iChannel1 "https://static.wixstatic.com/media/5a6af3_59508f8a1ef6461abd9b97fba2e4a2ce~mv2.png"
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#iChannel1::WrapMode "Mirror"

demos/blobby.glsl

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// Created by liamboone - https://www.shadertoy.com/view/ldBBRV
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// Adapted for VS Code Shadertoy
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#include "common/blobby.glsl"
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float blob(vec2 pos, vec2 center, float power)

demos/cubemap.glsl

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// Created by Klems - https://www.shadertoy.com/view/4dj3zV
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// Adapted for VS Code Shadertoy
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#iChannel0 "file://cubemap/yokohama_{}.jpg"
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#iChannel0::Type "CubeMap"
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#iChannel0::MinFilter "LinearMipMapLinear"
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// Created by Klems - https://www.shadertoy.com/view/4dj3zV
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// Adapted for VS Code Shadertoy
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#define PI 3.14159265359
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#define METABALLS 7
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#define METABALLS_TRESHOLD 1.0

demos/digital.glsl

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// Created by tayloia at https://www.shadertoy.com/view/MdVcRd
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// Created by tayloia - https://www.shadertoy.com/view/MdVcRd
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// Adapted for VS Code Shadertoy
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// See https://www.shadertoy.com/view/ldKGRR

demos/duck.glsl

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// Example shader created for VS Code ShaderToy extension
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#iChannel0 "https://cdn-images-1.medium.com/max/1200/1*eFjpoz8lhNKyd8XcSWv2OA.jpeg"
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#iChannel0::WrapMode "Repeat"
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demos/feedback.glsl

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// Example shader created for VS Code ShaderToy extension
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#iChannel0 "file://self"
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void main() {

demos/frame.glsl

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// Example shader created for VS Code ShaderToy extension
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#define BRANCHLESS
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void main() {

demos/glslify.glsl

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// Example shader created for VS Code ShaderToy extension
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#pragma glslify: snoise = require('glsl-noise/simplex/2d')
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float noise(in vec2 pt) {

demos/keyboard.glsl

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#iKeyboard
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// Created by inigo quilez - iq/2013
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// Created by iq - https://www.shadertoy.com/view/lsXGzf
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// Adapted for VS Code Shadertoy
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#iKeyboard
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// An example showing how to use the keyboard input.
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//
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// Row 0: contain the current state of the 256 keys.

demos/keyquest.glsl

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// Created by TekF - https://www.shadertoy.com/view/XdS3RV
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// Adapted for VS Code Shadertoy
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#iKeyboard
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#iChannel0 "https://i.imgur.com/lX8OAQV.jpg"
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#iChannel1 "https://farm5.static.flickr.com/4541/38604095012_ab7a81b807_b.jpg"
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// Ben Quantock 2014
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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// Adapted for shadertoy VS-Code from: https://www.shadertoy.com/view/XdS3RV
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// fit a coordinate system to xx
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vec4 screen; // coord*screen.z+screen.xy, coord e [-screen.w,screen.w
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vec2 pixel;

demos/metaballs.glsl

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// Created by mu6k - https://www.shadertoy.com/view/Mss3WN
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// Adapted for VS Code Shadertoy
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/*by mu6k, Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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I have no idea how I ended up here, but it demosceneish enough to publish.

demos/mouse.glsl

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// Created by foodini - 2018
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// Created by foodini - https://www.shadertoy.com/view/XlyBzt
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// Adapted for VS Code Shadertoy
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void mainImage( out vec4 fragColor, in vec2 fragCoord )

demos/multipass.glsl

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// Example shader created for VS Code ShaderToy extension
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#iChannel0 "file://horizon.jpg"
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#iChannel1 "file://uv-warp.glsl"
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demos/plasma1.glsl

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// Created by klk - https://www.shadertoy.com/view/XsVSzW
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// Adapted for VS Code Shadertoy
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// License Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
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// Created by S.Guillitte
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void main()

demos/uv-warp.glsl

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// Example shader created for VS Code ShaderToy extension
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void main() {
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vec2 uv = gl_FragCoord.xy / iResolution.xy;
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demos/volume_points_0.glsl

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// Created by FlyGuy - https://www.shadertoy.com/view/MtdcDn
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// Adapted for VS Code Shadertoy
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#include "volume_points_common.glsl"
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vec3 iVResolution = vec3(0);

demos/volume_points_1.glsl

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// Shader by Flyguy
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// Adapted for shadertoy VS-Code from: https://www.shadertoy.com/view/MtdcDn
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// Created by FlyGuy - https://www.shadertoy.com/view/MtdcDn
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// Adapted for VS Code Shadertoy
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#iChannel0 "volume_points_0.glsl"
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demos/volume_points_common.glsl

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// Created by FlyGuy - https://www.shadertoy.com/view/MtdcDn
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// Adapted for VS Code Shadertoy
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const float pi = atan(1.0) * 4.0;
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const float tau = atan(1.0) * 8.0;
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src/bufferprovider.ts

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LocalTexture: depFile,
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Mag: Types.TextureMagFilter.Linear,
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Min: Types.TextureMinFilter.Linear,
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Wrap: Types.TextureWrapMode.Clamp
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Wrap: Types.TextureWrapMode.Repeat
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});
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}
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else {
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RemoteTexture: depFile,
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Mag: Types.TextureMagFilter.Linear,
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Wrap: Types.TextureWrapMode.Repeat
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});
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}
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break;
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texture.MagLine = pendingSettings.MagLine;
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texture.Min = pendingSettings.Min || Types.TextureMinFilter.Linear;
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texture.MinLine = pendingSettings.MinLine;
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texture.Wrap = pendingSettings.Wrap || Types.TextureWrapMode.Clamp;
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texture.Wrap = pendingSettings.Wrap || Types.TextureWrapMode.Repeat;
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texture.WrapLine = pendingSettings.WrapLine;
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texture.Type = pendingSettings.Type || Types.TextureType.Texture2D;
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texture.TypeLine = pendingSettings.TypeLine;

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