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- void main()
- {
- float time=iGlobalTime*1.0;
- vec2 uv = (gl_FragCoord.xy / iResolution.xx-0.5);
- vec2 r_uv = vec2(uv.x, uv.y + cos(time + uv.x*4.) * .1);
- vec2 g_uv = vec2(uv.x, uv.y + cos(time + uv.x*5.) * .1);
- vec2 b_uv = vec2(uv.x, uv.y + cos(time + uv.x*6.) * .1);
- uv.y += cos(time + uv.x*4.) * .1;
- uv -= vec2(cos(time * .01) * .1);
- float r_d = length(r_uv);
- float g_d = length(g_uv);
- float b_d = length(b_uv);
- float r = smoothstep(0.215, 0.2, r_d);
- float g = smoothstep(0.215, 0.2, g_d);
- float b = smoothstep(0.215, 0.2, b_d);
- vec3 color = vec3(r, g, b);
- gl_FragColor = vec4(color, 1.);
- }
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