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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
uniform vec2 u_mouse; | |
uniform float u_time; | |
vec2 rotate(vec2 p, float radians) { | |
float c = cos(radians); | |
float s = sin(radians); | |
return vec2(p.x * c - p.y * s, p.x * s + p.y * c); | |
} | |
// iq's color palette functions: https://www.shadertoy.com/view/ll2GD3 | |
vec3 pal( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ){ | |
return a + b*cos( 6.28318*(c*t+d) ); | |
} | |
vec3 rainbow(float x) { | |
return pal(x, vec3(0.5,0.5,0.5),vec3(0.5,0.5,0.5),vec3(1.0,1.0,1.0),vec3(0.0,0.33,0.67)); | |
} | |
vec3 g1(float x) { | |
return pal(x, vec3(0.5,0.5,0.5),vec3(0.5,0.5,0.5),vec3(2.0,1.0,0.0),vec3(0.5,0.20,0.25)); | |
} | |
vec3 g2(float x) { | |
return pal(x, vec3(0.5,0.5,0.5),vec3(0.5,0.5,0.5),vec3(1.0,1.0,1.0),vec3(0.0,0.10,0.20)); | |
} | |
void main() { | |
float time_s = u_time; | |
float aspect = u_resolution.x / u_resolution.y; | |
vec2 uv = gl_FragCoord.xy/u_resolution.xy; | |
vec2 p = (uv - 0.5) * vec2(aspect, 1.0) * 2.; | |
// try tweaking these values | |
float t = time_s * 0.056; | |
float pScale = 0.424; | |
float colScale = 2.192; | |
vec2 q = p * pScale; | |
// try changing the < 8 to a different number | |
// sine wave warp, inspried by the amazing @tadokoro | |
for (int j = 1; j < 8; j++) { | |
float i = float(j); | |
q = rotate(q, t * 0.1); | |
q.x += 0.3 / i * sin(i * 3. * q.y + t + cos((t / 120. * i) * i)); | |
q.y += 0.3 / i * sin(i * 3. * q.x + t + sin((t / 200. * i) * i)); | |
} | |
// try replacing rainbow with g1 and g2 (these are other color palettes – ) | |
vec3 color = rainbow((q.x + q.y) / colScale); | |
float gamma = 0.376; | |
gl_FragColor = vec4( | |
pow(color, vec3(gamma)), | |
1.0 | |
); | |
} |
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