VJ On.The.Go

float distanceFromCenter = length(centerCoord - newUV); float xOn = floor(mod(newUV.x * 8.0 , 2.0)); float yOn = floor(mod(newUV.y * 8.0 , 2.0)); [layer] = vec4( mix(xOn , 1.0 - xOn, yOn), cc5, mix(xOn , 1.0 - xOn, yOn), 1.0 ) * texture2D(shera, newUV); [layer] = mix([layer], channel3, cc1 * channel3.a);

					// float perlinNoise = clamp(snoise(vec3(newUV * 5.0, cc1)), 0.0, 1.0);
					float cc1a = cc1 * channel1.a;
					float cc2a = cc2 * channel2.a;
					float cc3a = cc3 * channel3.a;
					float cc4a = cc4 * channel4.a;
					float total = cc1a + cc2a + cc3a + cc4a + 0.05;
					[layer] =   mix(noopVec4, channel1, cc1a / total) *
								mix(noopVec4, channel2, cc2a / total) *
								mix(noopVec4, channel3, cc3a / total) *
								mix(noopVec4, channel4, cc4a / total) *
								mix(noopVec4, (0.0 * noopVec4), 0.05 / total);
					
PAD1 PAD2 PAD3 PAD4 PAD5 PAD6 PAD7 PAD8 CC1 CC2 CC3 CC4 CC5 CC6 CC7 CC8