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28 lines
937 B
GLSL
28 lines
937 B
GLSL
// copied from http://glslsandbox.com/e#47821.0
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//0-input
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#ifdef GL_ES
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precision mediump float;
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#endif
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#extension GL_OES_standard_derivatives : enable
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uniform float u_time;
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uniform float u_x0;
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uniform float u_x1;
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uniform float u_x2;
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uniform float u_x3;
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uniform vec2 u_resolution;
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void main( void ) {
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vec2 position = ( gl_FragCoord.xy / u_resolution.xy ) + (u_resolution.x, u_resolution.y * (u_x0*0.01)) / 4.0;
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float color = 0.0;
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color += sin( position.x * cos( u_time / 15.0 ) * 80.0 ) + cos( position.y * cos( u_time / 15.0 ) * 10.0 ) * u_x1;
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color += sin( position.y * sin( u_time / 10.0 ) * 40.0 ) + cos( position.x * sin( u_time / 25.0 ) * 40.0 ) * u_x2;
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color += sin( position.x * sin( u_time / 5.0 ) * 10.0 ) + sin( position.y * sin( u_time / 35.0 ) * 80.0 ) * u_x3;
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color *= sin( u_time / 10.0 ) * 0.8;
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gl_FragColor = vec4( vec3( color, color * 0.5 * sin(0.02*u_time) , sin( color + u_time / 3.0 ) * 0.75 ), 1.0 );
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}
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