// Unimplemented uniforms // Resolution doesn't make sense in the VR context const vec3 iResolution = vec3(1.0); // Mouse functions not enabled currently const vec4 iMouse = vec4(0.0); // No support for audio input const float iSampleRate = 1.0; // No support for video input const vec4 iChannelTime = vec4(0.0); uniform float iGlobalTime; // shader playback time (in seconds) uniform vec4 iDate; uniform int iFrameCount; uniform vec3 iWorldPosition; // the position of the object being rendered uniform vec3 iWorldScale; // the dimensions of the object being rendered uniform mat3 iWorldOrientation; // the orientation of the object being rendered uniform vec3 iChannelResolution[4]; uniform sampler2D iChannel0; uniform sampler2D iChannel1; uniform sampler2D iChannel2; uniform sampler2D iChannel3; // Redefine below to see the tiling... //#define SHOW_TILING #define TAU 6.28318530718 #define MAX_ITER 5 void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float time = iGlobalTime * .5+23.0; // uv should be the 0-1 uv of texture... vec2 uv = fragCoord.xy / iResolution.xy; #ifdef SHOW_TILING vec2 p = mod(uv*TAU*2.0, TAU)-250.0; #else vec2 p = mod(uv*TAU, TAU)-250.0; #endif vec2 i = vec2(p); float c = 1.0; float inten = .005; for (int n = 0; n < MAX_ITER; n++) { float t = time * (1.0 - (3.5 / float(n+1))); i = p + vec2(cos(t - i.x) + sin(t + i.y), sin(t - i.y) + cos(t + i.x)); c += 1.0/length(vec2(p.x / (sin(i.x+t)/inten),p.y / (cos(i.y+t)/inten))); } c /= float(MAX_ITER); c = 1.17-pow(c, 1.4); vec3 colour = vec3(pow(abs(c), 8.0)); colour = clamp(colour + vec3(0.0, 0.35, 0.5), 0.0, 1.0); #ifdef SHOW_TILING // Flash tile borders... vec2 pixel = 2.0 / iResolution.xy; uv *= 2.0; float f = floor(mod(iGlobalTime*.5, 2.0)); // Flash value. vec2 first = step(pixel, uv) * f; // Rule out first screen pixels and flash. uv = step(fract(uv), pixel); // Add one line of pixels per tile. colour = mix(colour, vec3(1.0, 1.0, 0.0), (uv.x + uv.y) * first.x * first.y); // Yellow line #endif fragColor = vec4(colour, 1.0); }