#version 310 es precision highp float; precision highp int; // Shader from http://www.iquilezles.org/apps/shadertoy/ layout(std140, binding = 0) uniform fs_ub { vec2 center; vec2 resolution; vec2 u_screenSize; vec4 u_Time; }; layout(location = SV_Target0) out vec4 FragColor; void main(void) { #ifdef METAL float fragCoordY = u_screenSize.y - gl_FragCoord.y; #else float fragCoordY = gl_FragCoord.y; #endif float time = u_Time[1]; float x = gl_FragCoord.x - (center.x - resolution.x / 2.0); float y = fragCoordY - (center.y - resolution.y / 2.0); float mov0 = x+y+cos(sin(time)*2.)*100.+sin(x/100.)*1000.; float mov1 = y / resolution.y / 0.2 + time; float mov2 = x / resolution.x / 0.2; float c1 = abs(sin(mov1+time)/2.+mov2/2.-mov1-mov2+time); float c2 = abs(sin(c1+sin(mov0/1000.+time)+sin(y/40.+time)+sin((x+y)/100.)*3.)); float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.))); FragColor = vec4( c1,c2,c3,1.0); }