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@sortofsleepy
Last active December 28, 2015 09:19
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Fragment shader study #1
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 resolution;
void main(void){
vec2 position = (gl_FragCoord.xy / resolution.xy);
float color = 0.0;
color += sin(position.y * cos(time / 15.0) * sin(80.0 / time)) + cos(position.y * cos(time / 15.0) * 10.0);
color += sin(position.y * sin(time / 10.0) * 40.0) + cos(position.x * cos(time / 25.0) * 40.0);
color += sin(position.x * sin(time / position.x) * 10.0) + sin(position.x * sin(time/35.0) * 80.0);
color *= sin(time/10.0) * 0.5;
gl_FragColor = vec4(color * position.x,tan(color) / position.y, sin(color) * time,asin(time));
}
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