#ifdef GL_ES precision mediump float; #endif #define PI 3.14159265359 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; float plot(vec2 st, float pct){ return smoothstep( pct-0.02, pct, st.y) - smoothstep( pct, pct+0.02, st.y); } void main() { vec2 st = gl_FragCoord.xy/u_resolution; st -= 0.5*cos(0.32); // becomes -0.5 to 0.5 st *= 12.0; float pct2 = 0.0; pct2 = distance(st,vec2(0.5)); float y3 = sin(cos((st.y)*(5.10)))*-sin(st.x*3.12) - sin(-cos((-st.x)*(-2.10)))*sin(st.x*-0.12); float y = (smoothstep(1.2,0.5,st.x) ); float y2 = (smoothstep(1.1,0.5,st.x)); // vec3 colorA = vec3(y*y2)+(y3*(u_time*0.013)) * vec3(-y*-y2)-(-y3*(u_time*-0.013)); vec3 colorA = vec3(y*y2)*(y3*(sin(u_time*01.0))); // vec3 colorA = vec3(y*y2)*(y3*(u_time*2.013)); colorA = (1.0)*colorA*vec3(.290,0.920,(1.0+(sin(y3+(sin(u_time*00.0)))))); // colorA = (1.0)*colorA*vec3(.90,0.920,(1.0+(sin(y3+(u_time*.12))))); float y4 = cos(cos((st.y+-st.x)*(sin(u_time*0.0))*cos(0.43*st.x+st.y))); float y5 = (smoothstep(0.9,0.295,st.x+=st.y+cos(st.x*-st.y)) * smoothstep(0.4,0.1,st.x*st.y)); float y6 = (smoothstep(0.1,0.8915,-st.y*cos((-st.x*st.y))) * smoothstep(0.4,0.091,st.y-st.x))*smoothstep(0.151,0.915,st.y/cos(st.x*st.y)) - smoothstep(0.14,.91,st.y+=st.x); vec3 colorB = (vec3((y4+y5)*st.y+st.x))+(y3*(0.913)) * ((vec3(-y4-y5)*(-y3+(0.23+(st.y*st.x))))); colorB = (1.0)*colorB*vec3(0.4755,0.347,(-1.20+(y6+(st.y*st.x)))) - (1.0)*colorB*vec3(-0.15,-0.147,(1.20-(-y6-(st.y=-st.x)))); float y7 = (cos(cos((st.x)*y2)) * cos(cos((-st.x)*y2))- (cos(cos((st.y)*-y2)) * cos(cos((-st.y)*y2)))); // a. The DISTANCE from the pixel to the center vec2 bl = step(vec2(0.5),(st+y7)) * step(vec2(-0.5),(-st-y7)); float pct = bl.x * bl.y; vec3 colorMix = vec3(0.0); colorMix = mix(colorA+(sin(u_time*00.10)), colorB+sin(u_time*0.300), ((sin(0.0+((y6*y2+(st.y*st.x))*.0174)-sin(0.540+((-y6*y2+(st.y+=st.x))*3.74))+sin((cos((pct2*-0.92)+st.x*st.y)*0.0041))))) * ((-sin(0.20-((-y6*y2*(-st.y*st.x))*-0.174)+sin(0.0+((y6-y2-(st.y))*-0.74))+sin((cos(-pct2*.92))))))); gl_FragColor = vec4(colorMix,1.0); }