26 lines
619 B
GLSL
26 lines
619 B
GLSL
// extra changes by @xprogram
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform float time;
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uniform vec2 resolution;
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void main( void ) {
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vec3 d = normalize(vec3((gl_FragCoord.xy - resolution.xy * .5) / resolution.x, .5));
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vec3 p, c, f, g=d, o, y=vec3(1.0,3.0,0.0);
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o.y = 1.2*cos((o.x=0.3)*(o.z=time * 10.0));
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o.x -= sin(time) + 3.0;
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for( float i=.0; i<11.; i+=.05 ) {
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f = fract(c = o += d*i*.05);
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p = floor( c )*.4;
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if( cos(p.z) + sin(p.x) > ++p.y ) {
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g = (f.y-.04*cos((c.x+c.z)*10.)>.7?y:f.x*y.yxz) / i;
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break;
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}
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}
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gl_FragColor = vec4(g,1.0);
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}
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