#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 const vec3 uAColor = vec3(.5,.5,.5); const vec3 uBColor = vec3(.5,.5,.5); const vec3 uCColor = vec3(1.,1.,1.); const vec3 uDColor = vec3(.0,.33,.67); //get colors from http://dev.thi.ng/gradients/ vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); } float stroke(in float x_coor, float s, float width){ float d = step(s,x_coor+width*.5)-step(s,x_coor-width*.5); return clamp(d, 0.,1.); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; vec2 pos = vec2(.5)-st; float r = length(pos)*2.; float a = atan(pos.y,pos.x); float f = sin(a*3.); f = abs(cos(a*3.)); f = abs(cos(a*2.5))*.5+.3; f = abs(cos(a*12.)*sin(a*3.))*.8+.1; f = smoothstep(-.5,.8,cos(a*10.))*.2+.5; color += 1.-stroke(f, 1.,.4); gl_FragColor = vec4(color, alpha); }