#version 130 out vec4 fragColor; uniform vec2 res; uniform float time; const float sharpness = 300; const float PI = 3.14159265358979323846; mat2 rot(float a) { return mat2( cos(a), -sin(a), sin(a), cos(a) ); } void main(void) { vec2 m = res/2; float s = min(m.x, m.y); vec2 p = (gl_FragCoord.xy - m) / s; float repeat = 8.0; float time_mod = mod(time / 300, repeat); float w = 20 * pow(2, time_mod); float f = time_mod / repeat; vec2 pr = p * rot(f * PI/2); float tp = mod(floor(log2(abs(pr.x/w)) + floor(log2(abs(pr.y/w)))), 2); float darken = min(min(abs(pr.x), abs(pr.y)) / 0.01, 1.0); float scene = tp * darken; fragColor = vec4(vec3(1, 1, 1) * scene, 1); }