Created
January 21, 2014 09:51
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void main(void) | |
{ | |
float x,y; | |
float ratio = iResolution.y / iResolution.x; | |
x = gl_FragCoord.x / iResolution.x - 0.5; | |
y = gl_FragCoord.y / iResolution.y * ratio - 0.25; | |
float PI = 3.14159265358979323846264; | |
vec2 position = vec2(x, y); | |
float angle = 0.0; | |
float radius = length(position); | |
angle = degrees(atan(x, y)); | |
float amod = mod(angle + 30.0 * fract(iGlobalTime * 1.0) - 120.0 * log(radius), 30.0); | |
gl_FragColor = vec4(amod / 30.0, amod * cos(iGlobalTime * 3.0), sin(iGlobalTime) * 2.0, 1); | |
/* | |
if (amod < 15.0) | |
gl_FragColor = vec4(1,1,1,1); | |
else | |
gl_FragColor = vec4(1,0,0,1); | |
*/ | |
/* | |
vec2 tc = vec2(tx, ty); | |
vec2 norm = (1.0 - tc) * 2.0 - 1.0; | |
float theta = PI + atan(norm.x, norm.y); | |
float r = length(norm); | |
vec2 polar = 1.0 - vec2(theta / (2.0 * PI), r); | |
float xxx = r * cos(PI); | |
vec4 color = vec4(xxx, polar.y, 0, 1.0); | |
gl_FragColor = color; | |
*/ | |
//tx = tx * 2.0 * PI - PI; | |
//ty = ty * 2.0 * PI - PI; | |
//tx = log(sqrt(tx * tx + ty * ty)); | |
//ty = atan(ty, tx); | |
// tx = exp(tx) * 1000.0; | |
/* | |
if ((tx > 0.5 && ty > 0.5) || (tx < 0.5 && ty < 0.5)) { | |
gl_FragColor = vec4(0.3, 0.4, 0.5, 1); | |
} else { | |
gl_FragColor = vec4(0, 0, 0, 1); | |
} | |
*/ | |
} |
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