#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) { #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; p.x *= resolution.x/resolution.y; float zoo = .62+.38*sin(.1*u_Time[1]); float coa = cos( 0.1*(1.0-zoo)*u_Time[1] ); float sia = sin( 0.1*(1.0-zoo)*u_Time[1] ); zoo = pow( zoo,8.0); vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa); vec2 cc = vec2(-.745,.186) + xy*zoo; vec2 z = vec2(0.0); vec2 z2 = z*z; float m2; float co = 0.0; for( int i=0; i<256; i++ ) { z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); m2 = dot(z,z); if( m2>1024.0 ) break; co += 1.0; } co = co + 1.0 - log2(.5*log2(m2)); co = sqrt(co/256.0); FragColor = vec4( .5+.5*cos(6.2831*co+0.0), .5+.5*cos(6.2831*co+0.4), .5+.5*cos(6.2831*co+0.7), 1.0 ); }