/* MINAMO */ precision mediump float; uniform float time; uniform vec2 resolution; void main(void){ vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y); vec3 dc = vec3(0.1+sin(time*0.75)); float f = 0.0; for(float i = 0.0; i < 1.0; i++){ float s = sin((time*5.3) + i * 0.1) * 0.5; float c = cos((time*2.) + i * 0.1) * 0.5; f += sin(time*4.) / length(p + vec2(-c, -s)); } for(float i = 0.0; i < 10.0; i++){ float s = sin((time*5.) + i * 1.) * 0.5; float c = cos((time*5.) + i * 0.4) * 0.5; f += 0.003 / abs(length(vec2(p.x/5.,p.y) + vec2(c, s)) - 0.5); } gl_FragColor = vec4(vec3(dc * f), 1.0); }