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