ISF - Shadertoy - pixelatedcircle wdcSzn
/*{
"IMPORTED": [],
"CATEGORIES": [
"Automatically Converted",
"Shadertoy"
],
"DESCRIPTION": "Automatically converted from https://www.shadertoy.com/view/wdcSzn by scry. variable resolution can be fun but I didn't expect a 3d effect! ",
"INPUTS": []
}
*/
void main() {
// Normalized pixel coordinates (from 0 to 1)
vec2 uv = (gl_FragCoord.xy-.5*RENDERSIZE.xy)/RENDERSIZE.y;
vec3 col = vec3(0.);
vec2 p = vec2(0.);
//uv = floor(uv*120.)/120.;
//float steps = abs(sin(TIME*0.1)*16.)+4.;
float steps = 32. + sin(TIME*0.1)*31.;
//float steps = 64.;
float s = TIME*01.25;
for (float i;i<steps;i++) {
float ii = i*02.102/steps;
p = vec2(sin(s+ii),cos(s+ii))*(0.3+sin((s+ii)*8.)*0.1);
ii = ii*ii*15.;
//ii += 40.;
//ii = ii*20.;
//ii = (steps*3.)-ii;
vec2 pv = floor(uv*ii)/ii;
if (length(pv+p) < 0.1*(i/steps)) {
col = vec3(i/(steps-1.));
col = col*col*col;
//col = vec3((i/steps)+(.025));
}
}
gl_FragColor = vec4(col, 1.0);
}