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@zackp30
Created August 24, 2015 10:15
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glsl
precision mediump float;
uniform float time;
uniform vec2 resolution;
void main( void )
{
float mx = max( resolution.x, resolution.y );
vec2 uv = (gl_FragCoord.xy-resolution.xy*.5)/mx;
float angle = .76339745;
uv *= mat2(
cos( angle ), -sin( angle ),
sin( angle ), cos( angle ) );
float fineness = mx*.4;
float sy = uv.y*fineness;
float c = fract(
sin( floor( sy )/fineness*12.9898 )*
47.54 );
// streak anti-aliasing
float f = fract( sy );
c *= min( f, 1.-f )*2.;
// highlights
c += sin( uv.y*31.414+time )*.5;
// background
float r = -uv.y+.5;
float b = uv.y+.13838383883 ;
gl_FragColor = vec4(
mix(
vec3( r, r*.3, b ),
vec3( c ),
.3 ),
2.0 );
}
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