Add polar3b.glsl
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polar3b.glsl
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polar3b.glsl
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// variant of https://shadertoy.com/view/lt2Bzd
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void mainImage(out vec4 O, in vec2 u) {
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vec2 U = u+u - iResolution.xy;
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float T = 6.2832;
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float l = length(U) / 30.;
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float L = ceil(l) * 6.;
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float a = atan(U.x,U.y) - iTime * 2.*(fract(1e4*sin(L))-.5);
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O = .6 + .4* cos( floor(fract(a/T)*L) + vec4(0,23,21,0) )
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- max(0., 9.* max( cos(T*l), cos(a*L) ) - 8. );
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}
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// https://www.shadertoy.com/view/XtjfDy
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