URL: http://glslsandbox.com/e#20483.0
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// Glowing Lines // 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 p = ( gl_FragCoord.xy / resolution.xy ) * 2.0 - 1.0; vec3 c = vec3( 0.0 ); float amplitude = 0.50; float glowT = sin(time) * 0.5 + 0.5; float glowFactor = mix( 0.15, 0.35, glowT ); c += vec3(0.02, 0.03, 0.13) * ( glowFactor * abs( 1.0 / sin(p.x + sin( p.y + time ) * amplitude ) )); c += vec3(0.02, 0.10, 0.03) * ( glowFactor * abs( 1.0 / sin(p.x + cos( p.y + time+1.00 ) * amplitude+0.1 ) )); c += vec3(0.15, 0.05, 0.20) * ( glowFactor * abs( 1.0 / sin(p.y + sin( p.x + time+1.30 ) * amplitude+0.15 ) )); c += vec3(0.20, 0.05, 0.05) * ( glowFactor * abs( 1.0 / sin(p.y + cos( p.x + time+3.00 ) * amplitude+0.3 ) )); c += vec3(0.17, 0.17, 0.05) * ( glowFactor * abs( 1.0 / sin(p.y + cos( p.x + time+5.00 ) * amplitude+0.2 ) )); gl_FragColor = vec4( c, 1.0 ); } |