26 lines
615 B
GLSL
26 lines
615 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 cc = vec2( cos(.25*time), sin(.25*time*1.423) );
|
|
|
|
float dmin = 1000.0;
|
|
vec2 z = p*vec2(1.33,1.0);
|
|
for( int i=0; i<64; i++ )
|
|
{
|
|
z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
|
|
float m2 = dot(z,z);
|
|
if( m2>100.0 ) break;
|
|
dmin=min(dmin,m2);
|
|
}
|
|
|
|
float color = sqrt(sqrt(dmin))*0.7;
|
|
gl_FragColor = vec4(color,color,color,1.0);
|
|
}
|