Dark Sun - Radical Ed



// rework of this https://glslsandbox.com/e#80649.0
#ifdef GL_ES
precision mediump float;
#endif

//uniform float iTime;
//uniform vec2 iResolution;
#define PI 3.14159265358979

vec3 color = 0.3*vec3(1.0,0.7,0.3);
float d2y(float d){return 1./(0.5+d)*sin(iTime/7.);}
float radius = 0.95;

float rad(float radius) {

     return radius*sin(iTime);
}

float fct(vec2 p, float r){
    float a = 0.2*mod((p.y, p.x)+sin(0.)*2.+sin(1.)*2., 2.*PI);    
    float scan = 0.*9.;
    return (d2y(a)+scan)+(1.-step((radius*+0.5),r));
}

    
float circle(vec2 p, float r){
    float d=distance(r, radius*+0.5);
    return d2y(35.*d);
}


void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
    
    vec2 position = (( fragCoord.xy )-0.5*iResolution.xy)/ iResolution.y;
    position/=cos(.0*length(position));
    float y  = 0.0;
    
    float dc = length(position);
    
    y+=fct(position, dc);
    y+=circle(position, dc);
    y=pow(y,4.90);
    fragColor = vec4( sqrt(y)*color,1. );
}

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