39 lines
1011 B
GLSL
39 lines
1011 B
GLSL
uniform vec2 resolution;
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uniform float time;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex2;
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uniform sampler2D tex3;
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void main(void)
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{
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vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
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p.x *= resolution.x/resolution.y;
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float zoo = .62+.38*sin(.1*time);
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float coa = cos( 0.1*(1.0-zoo)*time );
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float sia = sin( 0.1*(1.0-zoo)*time );
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zoo = pow( zoo,8.0);
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vec2 xy = vec2( p.x*coa-p.y*sia, p.x*sia+p.y*coa);
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vec2 cc = vec2(-.745,.186) + xy*zoo;
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vec2 z = vec2(0.0);
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vec2 z2 = z*z;
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float m2;
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float co = 0.0;
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for( int i=0; i<256; i++ )
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{
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z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y );
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m2 = dot(z,z);
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if( m2>1024.0 ) break;
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co += 1.0;
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}
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co = co + 1.0 - log2(.5*log2(m2));
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co = sqrt(co/256.0);
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gl_FragColor = vec4( .5+.5*cos(6.2831*co+0.0),
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.5+.5*cos(6.2831*co+0.4),
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.5+.5*cos(6.2831*co+0.7),
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1.0 );
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}
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