Created
November 5, 2012 11:06
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#glsl cave
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#ifdef GL_ES | |
precision highp float; | |
#endif | |
uniform vec2 resolution; | |
uniform float time; | |
uniform sampler2D tex0; | |
uniform sampler2D tex1; | |
uniform sampler2D tex2; | |
uniform sampler2D tex3; | |
void main(void) | |
{ | |
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy; | |
vec2 uv; | |
float r = pow( pow(p.x*p.x,16.0) + pow(p.y*p.y,16.0), 1.0/32.0 ); | |
uv.x = .5*time + 0.5/r; | |
uv.y = 2.0*atan(p.y,p.x)/3.1416+2.5; | |
vec3 col0 = texture2D(tex0,uv).xyz; | |
vec3 col1 = texture2D(tex1,uv).xyz; | |
vec3 col2 = texture2D(tex2,uv).xyz; | |
vec3 col3 = texture2D(tex3,uv).xyz; | |
vec3 col = vec3(0); | |
col += (step (4.0,uv.y) + step(uv.y,1.0)) * col0; | |
col += step (1.0,uv.y) * step(uv.y,2.0) * col1; | |
col += step (2.0,uv.y) * step(uv.y,3.0) * col2; | |
col += step (3.0,uv.y) * step(uv.y,4.0) * col3; | |
gl_FragColor = vec4(col*r*r*r,1.0); | |
} |
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