forked from AuroraMiddleware/gtk
27 lines
738 B
GLSL
27 lines
738 B
GLSL
uniform float u_time;
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void
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mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv)
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{
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vec2 pos = (fragCoord.xy * 2.0 - resolution.xy)/ min (resolution.x, resolution.y) ;
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float t0 = sin ((u_time + 0.00)*1.0);
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float t1 = sin ((u_time + 0.30)*0.4);
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float t2 = cos ((u_time + 0.23)*0.9);
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float t3 = cos ((u_time + 0.41)*0.6);
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float t4 = cos ((u_time + 0.11)*0.3);
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vec2 p0 = vec2 (t1, t0) ;
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vec2 p1 = vec2 (t2, t3) ;
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vec2 p2 = vec2 (t4, t3) ;
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float r = 1.0/distance (pos, p0);
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float g = 1.0/distance (pos, p1);
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float b = 1.0/distance (pos, p2);
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float sum = r + g + b;
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float alpha = 1.0 - pow (1.0/(sum), 40)*pow (10.0, 40*0.7);
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fragColor = vec4 (r*0.5, g*0.5, b*0.5, 1.0) * alpha;
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}
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