mirror of https://github.com/axmolengine/axmol.git
42 lines
922 B
GLSL
42 lines
922 B
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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// Shader from http://www.iquilezles.org/apps/shadertoy/
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layout(std140, binding = 0) uniform fs_ub {
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vec2 center;
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vec2 resolution;
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vec2 u_screenSize;
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vec4 u_Time;
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};
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layout(location = 0) out vec4 FragColor;
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void main(void)
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{
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float time = u_Time[1];
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#ifdef METAL
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vec2 fragCoord = vec2(gl_FragCoord.x, u_screenSize.y - gl_FragCoord.y);
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#else
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vec2 fragCoord = gl_FragCoord.xy;
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#endif
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vec2 p = 2.0 * (fragCoord - center.xy) / resolution.xy;
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vec2 cc = vec2( cos(.25*time), sin(.25*time*1.423) );
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float dmin = 1000.0;
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vec2 z = p*vec2(1.33,1.0);
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for( int i=0; i<64; i++ )
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{
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z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
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float m2 = dot(z,z);
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if( m2>100.0 ) break;
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dmin=min(dmin,m2);
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}
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float color = sqrt(sqrt(dmin))*0.7;
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FragColor = vec4(color,color,color,1.0);
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}
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