uniform float time; uniform vec2 resolution; uniform vec4 mouse; void main(void) { vec2 p = (2.0*gl_FragCoord.xy-resolution)/resolution.y; // animate float tt = mod(time,2.0)/2.0; float ss = pow(tt,.2)*0.5 + 0.5; ss -= ss*0.2*sin(tt*6.2831*5.0)*exp(-tt*6.0); p *= vec2(0.5,1.5) + ss*vec2(0.5,-0.5); float a = atan(p.x,p.y)/3.141593; float r = length(p); // shape float h = abs(a); float d = (13.0*h - 22.0*h*h + 10.0*h*h*h)/(6.0-5.0*h); // color float f = step(r,d)*pow(1.0-r/d,0.25); gl_FragColor = vec4(f,0.0,0.0,1.0); }