Test with WebGL 1.0 shader.
Log in to post a comment.
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; }