/* {"IMPORTED": { "guinness": { "PATH": "./guinness.png", }, }, "pixelRatio": 1, "audio": true, "camera": false, "keyboard": true, "midi": true, } */ precision mediump float; uniform float time; uniform vec2 resolution; uniform sampler2D camera; uniform sampler2D key; uniform sampler2D samples; uniform sampler2D spetrum; uniform sampler2D guinness; mat2 rot(float a) { float c = cos(a), s = sin(a); return mat2(c, s, -s, c); } vec3 pal(float t, vec3 a, vec3 b, vec3 c, vec3 d){ return a+b*cos(6.2831*(c*t+d)); } void main () { vec2 uv = gl_FragCoord.xy / resolution.xy; //uv -= .5; // float width = resolution.x / resolution.y; uv.x *= resolution.x / resolution.y; //float xCircle = vec2((0.5+0.5*sin(1.*time)) * width * 0.5; // float timeOffset = 0.; float minDist = 10000.; for (int i = 0; i < 40; i += 1) { timeOffset += 0.024; vec2 happy = vec2((0.5+0.2*sin(2.7*(time+timeOffset))) * width, (0.5+0.2*cos(0.2+1.9*(time+timeOffset)))); minDist = min(minDist, length(uv - happy) + (0.016*40. - timeOffset) * .1 ); } float d = length(uv - vec2((0.5+0.3*sin(1.*time)) * width, (0.5+0.3*cos(0.2+1.3*time)))); //float d1 = length(uv - vec2((0.5+0.2*sin(2.7*time)) * width, (0.5+0.2*cos(0.2+1.9*time)))); uv.x += sin(2. * time + uv.x * 10.) * sin(exp(sin(time * 1. + uv.x * 10.)) + uv.y * 10.); vec3 c = vec3(uv, 0.); //c *= 1. - (step(min(minDist, d), .05)); c *= 1. - (smoothstep(min(minDist, d), .015, 0.075)); float t = sin(time) * sin(time) + sin(3.14 * time * uv.y) * sin(3.14 * time); c = pal(c.x, vec3(0.5), vec3(0.5, 1.0, 0.3), vec3(1.0, 0.5, 0.4 + t * 0.2), vec3(0.5)); vec4 almost = vec4(c,1) * (uv.x * cos(mod(time, 3.14 * 2.)) - uv.y * sin(mod(-time, 3.14 * 2.))); gl_FragColor = almost ; }