Created
April 20, 2015 16:40
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nasty shader
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uniform float time; | |
uniform vec2 resolution; | |
varying vec2 vUv; | |
void main( void ) { | |
float t = time; | |
vec2 uv = -1.0 + 2.0 *vUv; | |
uv.y *= 0.2; | |
uv *= mat2(.4,.3,-.3,.4)*10.; | |
float z = exp(-uv.y*uv.y*(2000.+1000.*cos(t*0.074+0.36)))*((2.+sin(t*0.035))*0.2)+0.8*cos(uv.y*11.0); | |
uv.x += 0.7 * sin(z+t*0.2)*0.3; | |
float d = sin(uv.x*120.)+0.3; | |
float aa = fwidth(d); | |
float c = smoothstep(-aa,aa,d); | |
gl_FragColor = vec4(c,c,c,1.0); | |
} |
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