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// v!
//
#extension GL_OES_standard_derivatives : enable
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 resolution;
#define r resolution
#define t time*2.0
void main( void ) {
vec2 p= gl_FragCoord.xy/resolution.xy*2.-1.0;
vec3 n = normalize(vec3(p,p.y));
vec3 c=vec3(-cos(t)*2.*n.y, 3.*sin(t+(cos(4.*p.y))), 1.-cos(t+sin(4.*n.z)));
c.y += n.z- length(2.5*n.y*n.z)*tan(sin(50.0*n.z+n.x));
c.x -= -c.y-length(2.5*n.y*n.z)*tan(sin(50.0*n.z+n.x));
c.z *= -c.x*length(2.5*n.y*n.z)*tan(sin(50.0*n.z+n.x));
gl_FragColor=vec4(c*0.8, 1.0);
}