Circle inversion of a grid with circles.
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#version 300 es precision highp float; uniform float iTime; 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) * 1.5; // reflection vec2 refl = qa / dot(qa, qa) + vec2(2, 1.61803398875) * iTime * .2; 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.); }