Files
glsl_playground/weird/psychedelic_stars.glsl

31 lines
729 B
GLSL

#ifdef GL_ES
precision mediump float;
#endif
#define TAU 6.28318530718
uniform vec2 u_resolution;
uniform float u_time;
vec3 hsb2rgb( in vec3 c ){
vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),
6.0)-3.0)-1.0,
0.0,
1.0 );
rgb = rgb*rgb*(3.0-2.0*rgb);
return c.z * mix( vec3(1.0), rgb, c.y);
}
void main(){
vec2 st = gl_FragCoord.xy/u_resolution;
vec3 color = vec3(0.0);
vec2 toCenter = (vec2(sin(u_time*0.5), cos(u_time*0.5))-st);
float angle = atan(toCenter.y,toCenter.x)*u_time*3.0;
float radius = length(toCenter)*2.0;
color = hsb2rgb(vec3((angle/TAU)+0.5,radius,1.0));
gl_FragColor = vec4(color,1.0);
}