uniform half u_time; | |
uniform half u_w; | |
uniform half u_h; | |
half4 main(vec2 fragcoord) { | |
vec3 c; | |
float l; | |
float z=u_time; | |
for(int i=0;i<3;i++) { | |
vec2 p=fragcoord.xy/vec2(u_w,u_h); | |
vec2 uv=p; | |
p-=.5; | |
p.x*=u_w/u_h; | |
z+=.07; | |
l=length(p); | |
uv+=p/l*(sin(z)+1.)*abs(sin(l*9.-z*2.)); | |
c[i]=.01/length(abs(mod(uv,1.)-.5)); | |
} | |
return half4(c/l,u_time); | |
} |