URL: http://glslsandbox.com/e#20324.2
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 | // Trig Fractal // By: Brandon Fogerty // bfogerty at gmail dot com // xdpixel.com #ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; void main( void ) {     vec2 uv = ( gl_FragCoord.xy / resolution.xy ) * resolution.y/resolution.x;     float t = time * 0.1;     // Rotate the uv coordinates.     float x1 = uv.x;     float y1 = uv.y;     uv.x = x1*cos(t) - y1*sin(t);     uv.y = x1*sin(t) + y1*cos(t);     // Render a line pattern along the x axis     float zoomFactor = 50.0+(sin(time * 1.0)*0.50 + 0.50)*5.0;     float x = sin(uv.x * zoomFactor);     float y = sin(uv.y * zoomFactor);     float c = sin( cos(tan( cos(x) + sin(y) )) + tan( cos(x) + sin(y) ) );     gl_FragColor = vec4( c*uv.x, c*uv.y, c*sin(uv.x*uv.y+time), 1.0 ); } |