#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec2 random2(vec2 st){ st = vec2( dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3)) ); return -1.0 + 2.0*fract(sin(st)*43758.5453123); } // Value Noise by Inigo Quilez - iq/2013 // https://www.shadertoy.com/view/lsf3WH float noise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); vec2 u = f*f*(3.0-2.0*f); return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ), dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x), mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ), dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y); } float shape(vec2 st, float radius) { st = vec2(0.5)-st; float r = length(st)*2.0; float a = atan(st.y,st.x); float m = abs(mod(a,3.14*2.)-3.14)/3.6; float f = radius; f += (sin(a*20.)*.1*pow(m,2.)); return 1.-smoothstep(f,f+0.007,r); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; vec3 color = vec3(0.0); float t = 1.0; st += noise(st*2.)*t; for (int i = 0; i < 90; i++) { st += abs(tan(u_time))+0.05; color += shape(st, .3); color -= shape(st, .27); color += smoothstep(0.28, .3,noise(st*10.)); color -= smoothstep(.35,.4,noise(st*10.)); } gl_FragColor = vec4(1.-color,1.0); }