Created
March 8, 2013 22:12
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GLSL Spiral
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
#define PI 3.1415927 | |
#define PI2 (PI*2.0) | |
// http://glsl.heroku.com/e#7109.0 simplified by [email protected] | |
void main(void) | |
{ | |
vec2 position = 100.0 * ((2.0 * gl_FragCoord.xy - resolution) / resolution.xx); | |
float r = 2.0*length(position); | |
float a = atan(position.y, position.x); | |
float d = r - a + PI2; | |
float n = PI2 * float(int(d / PI2)); | |
float k = a + n; | |
float rand = sin(1.0*floor(0.15* mouse.x * k * k + (0.3*time))); | |
gl_FragColor.rgba = vec4(fract((1.5*time)*rand*vec3(1.0, 1.0, 01.0)), 1.0); | |
} |
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