uniform float3 iResolution; | |
uniform float iTime; | |
half4 main(float2 fragcoord) | |
{ | |
float3 d = 0.5 - float3(_coords, 1.0) / iResolution.y; | |
float3 p = float3(0.0); | |
for (int i = 0;i < 32; i++) | |
{ | |
float3 _0_p = p; | |
_0_p.z -= iTime * 10.0; | |
float _1_a = _0_p.z * 0.1; | |
_0_p.xy *= float2x2(cos(_1_a), sin(_1_a), -sin(_1_a), cos(_1_a)); | |
p += (0.1 - length(cos(_0_p.xy) + sin(_0_p.yz))) * d; | |
} | |
return half4(half4(float4((sin(p) + float3(2.0, 5.0, 9.0)) / length(p), 1.0))); | |
} |