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// Shadertoy Kaleidoscope Shade | |
// Usage: Pick a texture in channel0 | |
// | |
// Hacked together using code from: | |
// https://graphicdesign.stackexchange.com/questions/88165/program-for-image-kaleidoscope-mirror-effect-similar-to-adobe-capture-pattern-tr | |
precision mediump float; | |
const float PI = 3.14159265359; | |
const int numberOfAxis = 6; | |
int intModulo(float a,float b) { | |
float m = mod(a, b); | |
return int(m+0.5); | |
} | |
void mainImage(out vec4 fragColor, in vec2 fragCoord) { | |
float angleFrac = (2.0 * PI) / float(2 * numberOfAxis); | |
vec2 c = (fragCoord - 0.5 * iResolution.xy) / iResolution.y; | |
// convert to polar coordinates | |
float phi = abs(atan(c.y, c.x)); | |
float r = length(c); | |
int count = int(phi / angleFrac); | |
phi = mod(phi, angleFrac); | |
if ( intModulo(float(count),2.0) == 1) { | |
phi = angleFrac - phi; | |
} | |
float x = r * cos(phi); | |
float y = r * sin(phi); | |
float frame = iTime * 0.1; | |
float zoom = 3.5 + cos(iTime * 0.3) / 3.0; | |
vec2 cc = (vec2(x,y) * zoom) + frame; //map to range [0.0, 1.0] | |
vec4 color = texture(iChannel0, cc); | |
fragColor = color; | |
} |
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