#extension GL_OES_standard_derivatives : enable #ifdef GL_ES precision highp float; #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; const float PI = 3.141592653589793; const float PI2 = PI* 2.; #define saturate(x) clamp(x,0.,1.) float tri(float x){return abs(2.*fract(x*.5-.25)-1.)*2.-1.;} float sqr(float x){return -2.*(step(.5,fract(x*.5))-.5);} float circuit(float x){return clamp(tri(x*4.)*.25,(sqr(x)-1.)*.5,(sqr(x+.5)+1.)*.5);} float circuit2(float x){return clamp(tri(x*.5)*.5,0.,.25);} float flow(float x,float d){return (1.+sin(x+d*time*5.+3.))*.3+.3;} vec2 pp(vec2 p){float r=.5/p.y;return vec2(p.x*r, r);} void main(void){ float t=floor(time * 0.8 *30.)/15.; vec2 p = ( gl_FragCoord.xy - resolution.xy*.5 ) / resolution.x; vec2 p2 = p; vec3 color; vec3 light_color = vec3(1,0.6,1.0); float k = mix(fract(-p.y), 1.0, step(0., -p.y)); if (p.y > 10.0) { } else { float l=0.,d=sign(p.y); vec2 r = p; vec2 q = p; q=pp(q); float n = floor(q.x/.5); q.x=mod(q.x,.5)-.25; p=pp(p); l+=step(abs(q.x+circuit(q.y+sign(p.y)*t+n)),.005); l+=pow(.001/abs(p.x+circuit(p.y+d*t)),flow(p.y,d)); l+=pow(.001/abs(p.x+.75+circuit2(p.y+d*t)),(1.+sin(p.y+d*time*5.))*.3+.3); l+=pow(.001/abs(p.x-.75+circuit2(p.y+d*t)),(1.+sin(p.y+d*time*5.))*.3+.3); l=saturate(l); l*=abs(r.y*2.); l*=abs(sin(r.y*200.+sign(p.y)*time*5.))*.5+.5; l+=pow(.001/abs(p.x+circuit(p.x+d*time)),(1.+sin(p.x+d*time*5.+3.))*.3+.3); //l+=pow(.001/abs(p.x+circuit(p.x+d*time + 0.3)),(1.+sin(p.x+d*time*5.+3.))*.3+.3); color = vec3(l) - vec3(.2, .4, 0.); color *= k; } float angle = atan(p2.y,p2.x)/(2.*3.14159265359); angle -= floor(angle); float rad = length(p2); float c = 0.1; float brightness = 0.012; float speed = 0.8; for (int i = 0; i < 1; ++i){ float angleRnd = floor(angle*14.)+1.; float angleRnd1 = fract(angleRnd*fract(angleRnd*.7235)*45.1); float angleRnd2 = fract(angleRnd*fract(angleRnd*.82657)*13.724); float t = t*speed + angleRnd1*10.; float radDist = sqrt(angleRnd2+float(i)); float adist = radDist/rad*.1; float dist = (t*.1+adist); dist = abs(fract(dist)-.5); c += (1.0 / (dist))*cos(0.7*(sin(t)))*adist/radDist * brightness; } angle = fract(angle+.161); gl_FragColor = vec4(color + vec3(c) * light_color, 1.0); }