/*{
"IMPORTED": [],
"CATEGORIES": [
"distance",
"rainbow",
"magic",
"Automatically Converted",
"Shadertoy"
],
"DESCRIPTION": "Automatically converted from https://www.shadertoy.com/view/lsfyDn by rls. My first real shader. This is less daunting than I was expecting.",
"INPUTS": [
{
"NAME": "iMouse",
"TYPE": "point2D"
}
]
}
*/voidmain(){vec2 uv = isf_FragNormCoord.xy;float ar = RENDERSIZE.x/RENDERSIZE.y;
uv.x = uv.x*ar;vec2 m = iMouse.xy/RENDERSIZE.xy;float t = TIME;float speed =10.0;float amp =0.5;float sep =0.7;float a =distance(uv,vec2(sin(t)/5.0+0.75,cos(t)/5.0+0.75))*3.0;float b =distance(uv,vec2(sin(t*1.1*-1.0)/5.0+0.25,cos(t*1.4*-1.0)/5.0+0.75))*3.0;float c =distance(uv,vec2(sin(t*1.2*-1.0)/5.0+0.75,cos(t*1.5*-1.0)/5.0+0.25))*3.0;float d =distance(uv,vec2(sin(t*1.3)/5.0+0.25,cos(t*1.6*-1.0)/5.0+0.25))*3.0;float comb = a*b*c*d;float red =sin(comb*(3.0)-t*speed)/2.0+0.5;float green =sin(comb*(3.0+sep)-t*speed)/2.0+0.5;float blue =sin(comb*(3.0+sep*2.0)-t*speed)/2.0+0.5;vec3 color =vec3(red-comb+amp,green-comb+amp,blue-comb+amp);
gl_FragColor =vec4(color,0.0);}
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