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