Created
November 13, 2022 15:59
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform float u_time; | |
uniform float u_vol; | |
void main() { | |
vec2 pos = ((gl_FragCoord.xy/u_resolution) - 0.5)*2.0; // origin is in center | |
// who remembers SOH CAH TOA ? | |
// tan, given an angle will return the ratio | |
// so if we only have the ratio of position | |
// we use atan to get the angle | |
float angle = atan(pos.y,pos.x); | |
float r = sin(angle + u_time); | |
// sin returns a number from -1 to 1, and colors are from 0 to 1, so thats | |
// why you only see red on the screen half the time. the angle goes around | |
// the screen, adding time moves it clockwise | |
float g = cos(length(pos*10.)-u_time); | |
// the distance (aka length) from the center put in a cos, subtracting | |
// time moves the circles out. | |
float b = cos(angle+ cos(length(pos*15.)) + u_time); | |
// this combines what we learned in the red and green channels | |
// angle is going through a cos and so is the length, so we see the | |
// blue channel oscillating in both dimensions the polar coordinates give us | |
vec4 color = vec4(r,g,b,1); | |
gl_FragColor = color; | |
} |
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