#define PI 3.141592653589793 #define TAU 6.283185307179586 void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 p = 2.0*(0.5 * iResolution.xy - fragCoord.xy) / iResolution.xx; float angle = atan(p.y, p.x); float turn = (angle + PI) / TAU; float radius = sqrt(p.x*p.x + p.y*p.y); float rotation = 0.04 * TAU * iTime; float turn_1 = turn + rotation; float n_sub = 2.0; float turn_sub = mod(float(n_sub) * turn_1, float(n_sub)); float k_sine = 0.1 * sin(3.0 * iTime); float sine = k_sine * sin(50.0 * (pow(radius, 0.1) - 0.4 * iTime)); float turn_sine = turn_sub + sine; int n_colors = 5; int i_turn = int(mod(float(n_colors) * turn_sine, float(n_colors))); int i_radius = int(1.5/pow(radius*0.5, 0.6) + 5.0 * iTime); int i_color = int(mod(float(i_turn + i_radius), float(n_colors))); vec3 color; if(i_color == 0) { color = vec3(1.0, 1.0, 1.0); } else if(i_color == 1) { color = vec3(0.0, 0.0, 0.0); } else if(i_color == 2) { color = vec3(1.0, 0.0, 0.0); } else if(i_color == 3) { color = vec3(1.0, 0.5, 0.0); } else if(i_color == 4) { color = vec3(1.0, 1.0, 0.0); } color *= pow(radius, 0.5)*1.0; fragColor = vec4(color, 1.0); } // https://www.shadertoy.com/view/XdSGzR