1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
|
#version 130
out vec4 fragColor;
uniform vec2 res;
uniform float time;
uniform int param0;
uniform int param1;
uniform int param2;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat3 rot(float a) {
return mat3(
cos(a), -sin(a), 0,
sin(a), cos(a), 0,
0, 0, 1
);
}
mat3 scale(float s) {
return mat3(
s, 0, 0,
0, s, 0,
0, 0, 1
);
}
mat3 trans(float x, float y) {
return mat3(
1, 0, x,
0, 1, y,
0, 0, 1
);
}
float square(vec3 p) {
float d = max(abs(p.x), abs(p.y));
return clamp((1 - d)*sharpness, 0.0, 1.0);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec3 p = vec3((gl_FragCoord.xy - m) / s, 1);
float scene = 0;
int n = param0 + 32;
float k = param1;
for (int i = 0; i < n; i++) {
mat3 t = scale(1 + 0.03 * param2)
* rot(-2*PI*i/n)
* trans(-0.5, 0.0)
* rot(PI/2*(k*i/n + time/1500))
* scale(1 / (0.3 + 0.02 * param2));
float c = square(p * t);
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
|