podcast.ai/ background
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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.;
}