// A trippy zooming feedback plasma I first made at http://glslsandbox.com/e#45069.2 (I just mention this to avoid someone thinking I just ripped it, although can't prove it. For some reason, I still hang around the old glslsandbox) // I have been doing few other lame tests, but since I liked this particular one, I decided to transfer it here. float plasma(vec2 p, float iso, float fade) { float c = 0.0; for (float i=1.0; i<10.0; ++i) { float f1 = i / 0.6; float f2 = i / 0.3; float f3 = i / 0.7; float f4 = i / 0.5; float s1 = i / 2.0; float s2 = i / 4.0; float s3 = i / 3.0; c += sin(p.x * f1 + iTime) * s1 + sin(p.y * f2 + 0.5 * iTime) * s2 + sin(p.x * f3 + p.y * f4 - 1.5 * iTime) * s3; } c = mod(c, 16.0) * 0.5 - 7.0; if (c < iso) { return 0.0; } else { if (c > 0.5) c = 1.0 - c; c *= 2.0; return c * fade; } } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = (fragCoord - iResolution.xy * 0.5) / max(iResolution.x, iResolution.y); uv *= 2; float c = 0.0; for (float i=0.0; i<64.0; ++i) { float zoom = 1.0 + i * 0.05 + sin(iTime * 0.3) * 0.5; vec2 trans = vec2(sin(iTime * 0.3) * 0.5, sin(iTime * 0.4) * 0.3); c = plasma(uv * zoom + trans, 0.0, 2.0 / (1.0 + i)); if (c> 0.001) break; } fragColor = vec4(c * uv.x, c * uv.y, c * abs(uv.x + uv.y), 0.5) * 2.0; } // https://www.shadertoy.com/view/Md3czn