Files
2026-04-18 22:31:51 +02:00

23 lines
458 B
GLSL

uniform vec2 resolution;
uniform float time;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform sampler2D tex3;
void main(void)
{
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
vec2 uv;
float a = atan(p.y,p.x);
float r = sqrt(dot(p,p));
uv.x = r - .25*time;
uv.y = cos(a*5.0 + 2.0*sin(time+7.0*r)) ;
vec3 col = (.5+.5*uv.y)*texture2D(tex0,uv).xyz;
gl_FragColor = vec4(col,1.0);
}