uniform vec2 center; uniform vec2 resolution; uniform vec2 u_screenSize; vec2 iCenter = center; //uniform float iChannelTime[4]; // channel playback time (in seconds) //uniform vec3 iChannelResolution[4]; // channel resolution (in pixels) vec4 iMouse = vec4(0,0,0,0); // mouse pixel coords. xy: current (if MLB down), uniform vec4 u_Time; float snoise(vec3 uv, float res) { const vec3 s = vec3(1e0, 1e2, 1e4); uv *= res; vec3 uv0 = floor(mod(uv, res))*s; vec3 uv1 = floor(mod(uv+vec3(1.), res))*s; vec3 f = fract(uv); f = f*f*(3.0-2.0*f); vec4 v = vec4(uv0.x+uv0.y+uv0.z, uv1.x+uv0.y+uv0.z, uv0.x+uv1.y+uv0.z, uv1.x+uv1.y+uv0.z); vec4 r = fract(sin(v*1e-3)*1e5); float r0 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y); r = fract(sin((v + uv1.z - uv0.z)*1e-3)*1e5); float r1 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y); return mix(r0, r1, f.z)*2.-1.; } void main(void) { #ifdef METAL vec2 fragCoord = vec2(gl_FragCoord.x, u_screenSize.y - gl_FragCoord.y); #else vec2 fragCoord = gl_FragCoord.xy; #endif vec2 iResolution = resolution; // viewport resolution (in pixels) float iGlobalTime = u_Time[1]; // shader playback time (in seconds) //vec2 p = -.5 + fragCoord.xy / iResolution.xy; vec2 p = (fragCoord.xy - center.xy) / iResolution.xy; p.x *= iResolution.x/iResolution.y; float color = 3.0 - (3.*length(2.*p)); vec3 coord = vec3(atan(p.x,p.y)/6.2832+.5, length(p)*.4, .5); for(int i = 1; i <= 3; i++) { float power = pow(2.0, float(i)); color += (1.5 / power) * snoise(coord + vec3(0.,-iGlobalTime*.05, iGlobalTime*.01), power*16.); } gl_FragColor = vec4( color, pow(max(color,0.),2.)*0.4, pow(max(color,0.),3.)*0.15 , 1.0); }