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#version 330
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(0.3 + 0.02 * param2)
* rot(-PI/2*(k*i/n + time/1500))
* trans(0.5, 0.0)
* rot(2*PI*i/n)
* scale(1 / (1 + 0.03 * param2));
float c = square(p * inverse(t));
scene = abs(scene - c);
}
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
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