/* {"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; // uv.x *= resolution.x / resolution.y; float d = length(uv - vec2(0.5, 0.5)); 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(d, .05); gl_FragColor = vec4(c,1); }