silexsargs.frag (611B)
1 // http://www.pouet.net/prod.php?which=57245 2 // If you intend to reuse this shader, please add credits to 'Danilo Guanabara' 3 4 uniform float u_time; 5 uniform vec2 u_resolution; 6 7 void main() { 8 vec3 c; 9 float l, z = u_time; 10 11 for(int i = 0; i < 3; i++) { 12 vec2 uv, p = gl_FragCoord.xy / u_resolution; 13 uv = p; 14 p -= .5; 15 p.x *= u_resolution.x / u_resolution.y; 16 z += .07; 17 l = length(p); 18 l *= l; 19 uv += p / l * (sin(z) + 1.) * abs(sin(l * 9. - z * 2.)); 20 c[i] = .01 / length(abs(mod(uv, 1.) - .5)); 21 } 22 23 gl_FragColor = vec4(c / l, u_time); 24 }