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@rgngl
Created May 3, 2013 10:04
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#ifdef GL_ES
precision mediump float;
#endif
// burl figure
// - trick, use far less iterations!
uniform vec2 resolution;
uniform float time;
const float Pi = 3.14159;
float sinApprox(float x) {
x = Pi + (2.0 * Pi) * floor(x / (2.0 * Pi)) - x;
return (4.0 / Pi) * x - (4.0 / Pi / Pi) * x * abs(x);
}
float cosApprox(float x) {
return sinApprox(x + 0.5 * Pi);
}
const int steps = 3;
const int stepscale = 3;
const float colorscale = 10.0;
void main()
{
vec2 p=(2.0*gl_FragCoord.xy-resolution)/max(resolution.x,resolution.y);
vec3 col;
for(int i=1;i<=steps;i++)
{
vec2 newp=p;
newp.x+=0.6/float(i)*sin(float(i*stepscale)*p.y+time/10.0+0.3*float(i))+400./20.0;
newp.y+=0.6/float(i)*sin(float(i*stepscale)*p.x+time/10.0+0.3*float(i+10))-400./20.0+15.0;
p=newp;
if(i>=(steps-2)) {
float level = sin(length(p)*colorscale)*0.5+0.5;
col[i-(steps-2)] = level;
}
}
gl_FragColor=vec4(col, 1.0);
}
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