#ifdef GL_ES precision mediump float; #endif #extension GL_OES_standard_derivatives : enable uniform float u_time; uniform vec2 u_mouse; uniform vec2 u_resolution; void main( void ) { float dist= 2.7; vec2 p = gl_FragCoord.xy / u_resolution.xy * 2. - 1.; p.x *= u_resolution.x/u_resolution.y; p*=1.5; p=(p); float a = sin(atan(p.y,p.x))*cos(atan(p.y,p.x))*2.; float l = log(length(p))*1.5; float c = sin((l+cos(a*1.-sin(a*2.-u_time*5.)+u_time*3.2)+a*2.+u_time*0.5)); c*=log(abs(l*dist))/1.5; //c*=sin(l*dist); gl_FragColor = vec4((c),c*c,-c,1.0 ); }