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#version 300 es precision highp float; uniform float iTime; uniform vec2 iResolution; uniform float rotZoom; // value=0.12, min=0, max=1, step=0.01 uniform float distStep; // value=0.005, min=0, max=0.02, step=0.0001 uniform vec3 color; // value=1, .25, .8 in vec2 vScreen; out vec4 fragColor; void main() { float t = iTime / 4.; vec2 I = gl_FragCoord.xy; vec3 d = -.2 * vec3(vScreen, 1.), c = vec3(0); float dist = 0.; for (int x = 0; x < 50; ++x) { vec3 p = c; p.z -= t + (dist += distStep); p.xy *= mat2( sin( (p.z *= rotZoom) + vec4(0, 11, 20, 0)) ); c += length(sin(p.yx) + cos(p.xz + t)) * d; } fragColor.rgb = 2.5 * color / length(c); fragColor.a = 1.; }