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- #ifdef GL_ES
- precision mediump float;
- #endif
- #define PROCESSING_COLOR_SHADER
- #define tau 6.28
- #define pi 3.14159
- uniform vec2 u_resolution;
- uniform float u_time;
- void main() {
- //initializing shit
- vec2 uv = gl_FragCoord.xy / u_resolution;
- vec4 c = vec4(1.0);
- float p = u_time*tau;
- //make that shit centered cuz
- uv-=.5;
- uv*=2.0;
- //mirror hotizontally!
- uv.x = abs(uv.x);
- //make that shit polar cuz
- float a = atan(uv.y,uv.x);
- float d = length(uv);
- //random ass trippy math shit
- d += abs(mod(a,d)-d*.5)*5.;
- d *= sin((a*d)*4.0+p);
- //fuuuuck (0,.3,.6)*tau+phase beter then pleb tier hue shift
- c.rgb = sin(p+vec3(0.,.33,.66)*tau + d)*.5+.5;
- gl_FragColor = c;
- }
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