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Jun 17th, 2019
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  1. uniform float time;
  2. uniform vec2 resolution;
  3.  
  4. float shape(vec2 st, float radius) {
  5. st = vec2(0.5)-st;
  6. float r = length(st)*2.0;
  7. float a = atan(st.y,st.x);
  8. float m = abs(mod(a+time*2.,3.14*2.)-3.14)/3.6;
  9. float f = radius;
  10. f += (sin(a*10.)*.1*pow(m,2.));
  11. return 1.-step(f,r);
  12. }
  13.  
  14. void main( void ) {
  15.  
  16. vec3 yellow = vec3(1.0,1.0,.0);
  17. vec3 red = vec3(1.0,0.0,.0);
  18. vec3 blue = vec3(0.0,0.0,1.0);
  19. vec3 pink = vec3(1.0,0.0,1.0);
  20.  
  21. vec2 st = gl_FragCoord.xy/resolution.xy;
  22. vec3 color = vec3(shape(st,0.8)) * blue;
  23. color += vec3(shape(st - vec2(0.2),0.8)) * yellow;
  24. color += vec3(shape(st - vec2(0.1, 0.0),0.8)) * pink;
  25.  
  26. gl_FragColor = vec4( color, 1.0 );
  27. gl_FragColor.rgb *= gl_FragColor.a;
  28.  
  29. }
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