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// http://glslsandbox.com/e#29006.1 | |
#ifdef GL_ES | |
precision mediump float; | |
#endif | |
// modified by @hintz | |
// further modded by @quilime | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
#define PI 3.14159 | |
#define TWO_PI (PI*2.0) | |
#define N 6.0 | |
void main(void) | |
{ | |
vec2 center = (gl_FragCoord.xy); | |
vec2 v = (gl_FragCoord.xy) / min(resolution.y, resolution.x) * 35.0; | |
float col = 1.5; | |
for(float i = 0.0; i < N; i++) | |
{ | |
float a = i * (TWO_PI / N) * 44.85; | |
col += cos(TWO_PI*(v.y * cos(a) + v.x * sin(a) + mouse.y +i*mouse.x + sin(time*.0014)*100.0 )); | |
} | |
col /= 5.0; | |
gl_FragColor = vec4(col*1.0, -col*1.0,-col*4.0, 1.0); | |
} |
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