uniform half u_time; | |
uniform half u_w; | |
uniform half u_h; | |
float f(vec3 p) { | |
p.z -= u_time * 10; | |
float a = p.z * .1; | |
p.xy *= mat2(cos(a), sin(a), -sin(a), cos(a)); | |
return .1 - length(cos(p.xy) + sin(p.yz)); | |
} | |
half4 main(vec2 fragcoord) { | |
vec3 d = .5 - fragcoord.xy1 / u_h; | |
vec3 p=vec3(0); | |
for (int i = 0; i < 32; i++) p += f(p) * d; | |
return ((sin(p) + vec3(2, 5, 9)) / length(p)).xyz1; | |
} |