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#version 450 core
#ifdef GL_ES
precision mediump float;
#endif

uniform vec2 resolution;
uniform float ticks;
uniform int program;

uniform sampler2D images[8];
layout (binding = 0,rgba32f) uniform image2D backbuffer;
uniform float ratios[4];
uniform int idx[2];
uniform float vel[2];
uniform float params[4];

out vec4 fragColor;

float random (in float x) {
  return fract(sin(x)*43758.5453123)-0.5;
}

vec2 coordinates(int i) {
	vec2 st = gl_FragCoord.xy/resolution.xy;
  return st;
}

void main (void) {
  vec4 img;
  vec2 st = coordinates(idx[0]);
  img = texture2D(images[idx[0]],st);
  st = coordinates(idx[1]);
  img = pow(img, texture2D(images[idx[1]],st));
  if (program != 0) {
    img.rgb = img.rgb*params[0];
  }
  fragColor = img;
}