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precision highp float; | |
varying vec2 UV; | |
uniform float ratio, time; | |
void main(void){ | |
float x = UV.x * ratio; | |
float y = UV.y; | |
vec2 p = vec2(x, y) - vec2(0.5); | |
vec4 col = vec4(0.0); | |
vec2 c = vec2(0.0); | |
float d = distance(p, c); | |
float a = atan(p.y, p.x); | |
d += 0.1 * cos(a * 7.0 + d * 50.0 - time * 6.28); | |
col += pow(max(1.0 - d * 4.0, 0.0), 2.0); | |
d = distance(p, c); | |
col *= pow(d * 4.0, 1.9) * 4.0; | |
col *= 1.0 + 0.5 * cos(d * 300.0); | |
col *= 1.0 + 0.5 * cos(a * 30.0); | |
col.a = 1.0; | |
col.b *= 1.5; | |
float bg = cos(p.x * 40.0 + p.y * 10.0) * | |
cos(p.y * 3.0 + time * 6.28 + p.x * 3.0 + 1.0 * | |
cos(p.y * 10.0 + p.x * 2.0)); | |
col += 0.02 * floor(clamp(bg, 0.0, 1.0) * 10.0); | |
col.r *= 1.4; | |
gl_FragColor = col; | |
} |
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