precision mediump float; uniform float time; uniform vec2 resolution; const float PI=acos(-1.0); vec2 rot(vec2 p,float a){return vec2(p.x*cos(a)-p.y*sin(a),p.x*sin(a)+p.y*cos(a));} //----- vec3 circle(vec2 p,float r){ // 瑠璃色 vec3 ruriiro=vec3(42.,92.,170.)/255.; vec3 white=vec3(1.); if(length(p)>6./6.*r) return white; if(length(p)>5./6.*r) return ruriiro; if(length(p)>4./6.*r) return white; if(length(p)>3./6.*r) return ruriiro; if(length(p)>2./6.*r) return white; if(length(p)>1./6.*r) return ruriiro; return white; } vec3 seigaiha(vec2 p,float r){ // 青海波 vec2 q=p; float f=floor(p.x); q=fract(q); float dif=step(1.,mod(f,2.))*r; q.x-=dif; if(length(q+vec2(.0,r/2.))