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@sortofsleepy
Created June 20, 2012 15:42
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//by @kindofsleepy
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
float multiplyer(float param){
float var = 1.0;
var += cos(time*resolution.y)*0.03;
return var;
}
vec2 split(vec2 param){
param.x += param.x/param.y;
param.y += param.y+param.x;
param.y += sin(20.0)*2.0;
return param;
}
void main( void ) {
vec2 position = ( gl_FragCoord.xy / resolution.xy )-sin(multiplyer(resolution.x)/50.0);
position = split(position);
position.x -= multiplyer(200.0)/50.0;
float color = 0.0;
color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
color *= sin( time / 10.0 ) * 0.5;
gl_FragColor = vec4( vec3( color*sin(multiplyer(time)), color * 0.5, cos( color + time / 3.0 ) * 0.75 ), 1.0 );
}
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