#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 = 0) out vec4 FragColor; void main(void) { float time = u_Time[1]; #ifdef METAL vec2 fragCoord = vec2(gl_FragCoord.x, u_screenSize.y - gl_FragCoord.y); #else vec2 fragCoord = gl_FragCoord.xy; #endif vec2 p = 2.0 * (fragCoord - center.xy) / resolution.xy; vec2 cc = vec2( cos(.25*time), sin(.25*time*1.423) ); float dmin = 1000.0; vec2 z = p*vec2(1.33,1.0); for( int i=0; i<64; i++ ) { z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); float m2 = dot(z,z); if( m2>100.0 ) break; dmin=min(dmin,m2); } float color = sqrt(sqrt(dmin))*0.7; FragColor = vec4(color,color,color,1.0); }