28 lines
742 B
GLSL
28 lines
742 B
GLSL
uniform float u_time;
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uniform vec2 u_resolution;
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vec3 palette(float t) {
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vec3 a = vec3(0.5, 0.5, 0.5);
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vec3 b = vec3(0.5, 0.5, 0.5);
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vec3 c = vec3(1.0, 1.0, 1.0);
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vec3 d = vec3(0.263, 0.416, 0.557);
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return a + b * cos(6.28318 * (c * t + d));
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}
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void main() {
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vec2 uv = (gl_FragCoord.xy * 2.0 - u_resolution) / min(u_resolution.x, u_resolution.y);
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vec2 uv0 = uv;
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vec3 finalColor = vec3(0.0);
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for (float i = 0.0; i < 3.0; i++) {
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uv = fract(uv * 1.5) - 0.5;
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float d = length(uv) * exp(-length(uv0));
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vec3 col = palette(length(uv0) + i * 0.4 + u_time * 0.4);
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d = sin(d * 8.0 + u_time) / 8.0;
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d = abs(d);
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d = pow(0.01 / d, 1.2);
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finalColor += col * d;
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}
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gl_FragColor = vec4(finalColor, 1.0);
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}
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