#version 130 out vec4 fragColor; uniform vec2 res; uniform float time; const float sharpness = 500; mat2 rot(float a) { return mat2( cos(a), -sin(a), sin(a), cos(a) ); } float square(vec2 m, float a, float r, vec2 p) { vec2 diff = abs((m - p) * rot(r)); float d = max(diff.x, diff.y); return clamp((a - d)*sharpness, 0.0, 1.0); } void main(void) { vec2 m = res/2; float s = min(m.x, m.y); vec2 p = (gl_FragCoord.xy - m) / s; float a = atan(p.x, p.y); float x = mod(p.x, 0.1); float y = mod(p.y, 0.1); float scene = 0; for (int i = 1; i <= 50; i++) { float c = square(vec2(0.5, 0) * rot(time/500/i), 0.1 + 0.005*i, time/500/i + time/(100*i), p); scene = abs(scene - c); } fragColor = vec4(vec3(1, 1, 1) * scene, 1); }