#ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 resolution; #define FORMUPARAM 0.589 #define ITERATIONS 100 #define INNER_ITERS 11 #define ZOOM -1.2 void main() { vec2 uv = vec2(gl_FragCoord.x - resolution.x * 0.5, gl_FragCoord.y - resolution.y * 0.5) / max(resolution.x, resolution.y); uv *= ZOOM; // uv += vec2(.15 * sin(time * .2), .1 * cos(time * .1)); float t = time * .15 + ((.25+.05*sin(time*.1))/(length(uv.xy)+.07))* 2.2; float si = sin(t); float co = cos(t); mat2 ma = mat2(co, si, -si, co); float c = 0.0; float v1 = 0.0; float v2 = 0.0; for (int i = 0; i < ITERATIONS; i++) { float s = float(i) * .035; vec3 p = s * vec3(uv, 1.0 + sin(time * .015)); p.xy *= ma; p += vec3(.22,.3, s-1.5-sin(t*.13)*.1); for (int i = 0; i < INNER_ITERS; i++) { p = abs(p) / dot(p,p) - FORMUPARAM; } v1 += dot(p,p)*.0015 * (2.8+sin(length(uv.xy*18.0)+.5-t*.7)); v2 += dot(p,p)*.0025 * (1.5+sin(length(uv.xy*13.5)+1.21-t*.3)); c = length(p.xy*.3) * .85; } float len = length(uv); v1 *= smoothstep(.7, .0, len); v2 *= smoothstep(.6, .0, len); float re = clamp(c, 0.0, 1.0); float gr = clamp((v1+c)*.25, 0.0, 1.0); float bl = clamp(v2, 0.0, 1.0); vec3 col = vec3(re, gr, bl) + smoothstep(0.15, .0, len) * .9; gl_FragColor=vec4(col, 1.0); }