| // Source: @notargs https://twitter.com/notargs/status/1250468645030858753 | |
| uniform float3 iResolution; | |
| uniform float iTime; | |
| float f(vec3 p) { | |
| p.z -= iTime * 10.; | |
| float a = p.z * .1; | |
| p.xy *= mat2(cos(a), sin(a), -sin(a), cos(a)); | |
| return .1 - length(cos(p.xy) + sin(p.yz)); | |
| } | |
| half4 main(vec2 fragcoord) { | |
| vec3 d = .5 - fragcoord.xy1 / iResolution.y; | |
| vec3 p=vec3(0); | |
| for (int i = 0; i < 32; i++) { | |
| p += f(p) * d; | |
| } | |
| return ((sin(p) + vec3(2, 5, 9)) / length(p)).xyz1; | |
| } |