Based on twitter.com/c010011012/status/1290039817825210368 by @C010011012
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#version 300 es precision highp float; // Forked from "Circle Inversion" by reinder // https://oneshader.net/shader/ab89ae6583 uniform float iLoop; uniform vec2 iResolution; out vec4 fragColor; #define AA 4 void main() { vec2 q = (2. * gl_FragCoord.xy - iResolution) / iResolution.y; vec3 outCol = vec3(0); for(int x=0; x<AA; x++) { for(int y=0; y<AA; y++) { vec2 qa = (q + 2. * vec2(x,y) / float(AA) / iResolution.y) * 2.; // reflection vec2 refl = qa + vec2(1,-1) * qa / dot(qa, qa) + vec2(iLoop * 2., 0); vec3 col = mod(floor(refl.x) + floor(refl.y), 2.) > .5 ? vec3(80,153,160) : vec3(232,130,90); float dist = length(fract(refl)-.5); col *= .3 + .7 * smoothstep(.5, .5-fwidth(dist), dist); outCol += mix(vec3(233, 215, 175), col, smoothstep(.5+fwidth(dist), .5-fwidth(dist), dist)) / 255.; } } outCol /= (float(AA)*float(AA)); fragColor = vec4(outCol, 1.); }