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Assumed environment: `de.markusfisch.android.shadereditor`
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#version 300 es | |
#ifdef GL_FRAGMENT_PRECISION_HIGH | |
precision highp float; | |
#else | |
precision mediump float; | |
#endif | |
uniform vec2 resolution; | |
uniform float time; | |
out vec4 fragColor; | |
float angle(const vec2 x, const vec2 y) { | |
vec2 offset = y - x; | |
return atan(offset.y, offset.x); | |
} | |
const vec2 CENTER = vec2(0.5, 1.25); | |
const float PEAKS = 5.0; | |
void main() { | |
float m = min(resolution.x, resolution.y); | |
vec2 uv = gl_FragCoord.xy / m; | |
float shape = sin( | |
// rotation | |
sin(time) * PEAKS * 2.0 + | |
angle(uv, CENTER) * PEAKS | |
) / 4.0 | |
// polarity inverter | |
* sin(time * 2.0) / 4.0; | |
// size bounce | |
float radius = (sin(time * 1.25) + 4.0) / 16.0; | |
vec3 col = vec3(0.5,0.8,1); | |
// no anti-alias | |
if (distance(uv, CENTER) + shape < radius) { | |
col = vec3(1.0, 1.0, 0); | |
} | |
fragColor = vec4(col, 1); | |
} | |
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