#ifdef GL_ES precision mediump float; #extension GL_OES_standard_derivatives : enable #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; void main( void ) { vec2 p = 2.0*( gl_FragCoord.xy / resolution.xy ) -1.0; p.x *= resolution.x/resolution.y; vec3 col = vec3(0); float ang = time*0.1; //p = vec2(p.x*cos(ang)-p.y*sin(ang),p.x*sin(ang)+p.y*cos(ang)); vec2 op = p;//*sin(time*0.1); for (int i = 0; i < 100; i++) { p = op; p.x = mod(p.x+2.0+0.25*time, 4.0)-2.0; p.y = -abs(p.y)+0.8; float k = float(i)+time*10.0; float d = abs(p.y+0.5*smoothstep(0.0,1.0,p.x-mouse.x*0.0+0.0)-0.5*smoothstep(0.0,1.0,p.x+2.0)); col += vec3(sin(k),sin(k+2.0),sin(k+3.0))*6.0/(1.0+300.0*d)/(1.0+0.05*float(i)); //if (d < 0.005) col += vec3(1)/(1.0+0.3*float(i)); op *= 1.05; float ang = 0.05; op = vec2(op.x*cos(ang)-op.y*sin(ang),op.x*sin(ang)+op.y*cos(ang)); } col *= 0.3; gl_FragColor = vec4(col, 1.0); }