0.00
60.0 fps
Tunnel
It's a tunnel................
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#version 300 es
precision highp float;
uniform float iTime;
uniform vec2 iResolution;
uniform float powder; // value=1, min=0, max=500, step=1
out vec4 fragColor;
void main() {
float PI = 3.1415926535898;
vec2 UV = gl_FragCoord.xy/iResolution.xy;
vec3 color = vec3(0.,1.,0.3);
UV = (UV - 0.5) * 2.;
float r = distance(vec2(0.,0.), UV);
UV = UV*log2(abs(UV/PI));
vec2 uv = fract(vec2(UV.x > 0. ? UV.x*5. - iTime : -(UV.x*5. + iTime), UV.y > 0. ? UV.y*5. - iTime : -(UV.y*5. + iTime)));
float angle = atan(UV.y, UV.x) - PI*0.5;
angle = angle > 0. ? angle : PI*2. + angle;
if ((angle > PI*0.25 && angle < PI*0.75) || (angle > PI*1.25 && angle < PI*1.75)) {
fragColor = vec4(color*(pow(sin(uv.x*2.*PI), powder)), 1.)*sqrt(r)*2.;
} else {
fragColor = vec4(color*(pow(sin(uv.y*2.*PI), powder)), 1.)*sqrt(r)*2.;
}
}