// Shader from http://www.iquilezles.org/apps/shadertoy/ #ifdef GL_ES precision highp float; #endif uniform vec2 center; uniform vec2 resolution; //float u( float x ) { return 0.5+0.5*sign(x); } float u( float x ) { return (x>0.0)?1.0:0.0; } //float u( float x ) { return abs(x)/x; } void main(void) { float time = CC_Time[1]; vec2 p = 2.0 * (gl_FragCoord.xy - center.xy) / resolution.xy; float a = atan(p.x,p.y); float r = length(p)*.75; float w = cos(3.1415927*time-r*2.0); float h = 0.5+0.5*cos(12.0*a-w*7.0+r*8.0); float d = 0.25+0.75*pow(h,1.0*r)*(0.7+0.3*w); float col = u( d-r ) * sqrt(1.0-r/d)*r*2.5; col *= 1.25+0.25*cos((12.0*a-w*7.0+r*8.0)/2.0); col *= 1.0 - 0.35*(0.5+0.5*sin(r*30.0))*(0.5+0.5*cos(12.0*a-w*7.0+r*8.0)); gl_FragColor = vec4( col, col-h*0.5+r*.2 + 0.35*h*(1.0-r), col-h*r + 0.1*h*(1.0-r), 1.0); }