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precision highp float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec4 color;
uniform sampler2D u_tex0;
vec3 deform( in vec2 p )
{
vec2 uv;
//float time = color.x;
float time = u_time;
vec2 q = vec2( sin(1.1*time+p.x),sin(1.2*time+p.y) );
float a = atan(q.y,q.x);
float r = sqrt(dot(q,q));
uv.x = sin(0.0+1.0*time)+p.x*sqrt(r*r+1.0);
uv.y = sin(0.6+1.1*time)+p.y*sqrt(r*r+1.0);
return texture2D(u_tex0,uv*.5).xyz;
}
void main(void)
{
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
//vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / vec2(500,500).xy;
vec2 s = p;
vec3 total = vec3(0.0);
vec2 d = (vec2(0.0,0.0)-p)/40.0;
float w = 1.0;
for( int i=0; i<40; i++ )
{
vec3 res = deform(s);
res = smoothstep(0.1,1.0,res*res);
total += w*res;
w *= .99;
s += d;
}
total /= 40.0;
float r = 1.5/(1.0+dot(p,p));
gl_FragColor = vec4( total*r,1.0);
}
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