precision mediump float; uniform vec2 resolution; uniform float time; uniform sampler2D backbuffer; float sat(float x) { return clamp(x,0.,1.); } const float bpm = 80.; mat2 rot(float r) { float c = cos(r); float s = sin(r); return mat2(c, s, -s, c); } float sc(vec3 p, vec2 uuv) { p.xy *= rot(time); float bt = pow(1.-fract(.0+time*bpm/60.), 4.); float bt2 = pow(1.-fract(.0+time*bpm/60.), .5); float r = mix(.1, .3, bt); float a = atan(uuv.y, uuv.x); r += (sin(a * 10.) * bt2 * .5+.5) * .1; r *= 0.5; vec3 id = floor(p*2.); p = (fract(p*2.)-.5)/2.; r *= 1./length(dot(id,vec3(.9))); return length(p) - r; } void main() { vec2 uv = (gl_FragCoord.xy/resolution); vec2 uuv = (gl_FragCoord.xy * 2. - resolution) / max(resolution.x, resolution.y); vec3 p = vec3(0.,0.,-1.); vec3 d = vec3(uuv, 1.0); float off = 0.; float s; for (float i = 0.; i < 1. ; i += .01) { s = sc(p, uuv); if (s < 0.01) break; p += s * d; off = i; } off *= 1.9; float t0 = 1447.259; float t1 = t0 + 5.; float fac = mix(.2,.8,sat(smoothstep(t0,t1,time))); vec3 col = .5+vec3(.5,.5,.5)*cos(6.28*(vec3(.1,time*.1,.6) + uv.x + off + time*.1)); //col *= smoothstep(0.,.01,); gl_FragColor = mix(texture2D(backbuffer, gl_FragCoord.xy/resolution), vec4(col, 1.0), .2); }