Test with WebGL 1.0 shader.
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precision highp float;
uniform float iTime;
uniform vec2 iResolution;
void main() {
vec3 d = vec3(gl_FragCoord.xy / iResolution.xy - .5, .2), p, c, g=d, o=d;
for( float i=.0; i<9.; i+=.01 ) {
p = (c = o += d*i*.05)*.3;
if( abs(sin(p.x+cos(p.z+iTime))) > p.y+2. ) {
g = mix( (3.+p.y) * vec3(.6,.3,0), d, i/9.);
break;
}
}
gl_FragColor.xyz = g;
}