#ifdef GL_ES precision mediump float; #endif // Tweaked from http://glsl.heroku.com/e#5893.0 uniform mat3 outputToWorld; uniform vec4 color1; uniform vec4 color2; uniform float time; vec2 Distort(vec2 p) { float theta = atan(p.y, p.x); float radius = length(p); radius = pow(radius, 1.3); p.x = radius * cos(theta); p.y = radius * sin(theta); return 0.5 * (p + 1.0); } vec4 pattern(vec2 p) { vec2 m=mod(p.xy+p.x+p.y,2.)-1.; return vec4(length(m)); } float hash(const float n) { return fract(sin(n)*43758.5453); } float noise(const vec3 x) { vec3 p=floor(x); vec3 f=fract(x); f=f*f*(3.0-2.0*f); float n=p.x+p.y*57.0+p.z*43.0; float r1=mix(mix(hash(n+0.0),hash(n+1.0),f.x),mix(hash(n+57.0),hash(n+57.0+1.0),f.x),f.y); float r2=mix(mix(hash(n+43.0),hash(n+43.0+1.0),f.x),mix(hash(n+43.0+57.0),hash(n+43.0+57.0+1.0),f.x),f.y); return mix(r1,r2,f.z); } void main( void ) { vec2 position = .01 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy; float off = noise(position.xyx + time); vec4 c = pattern(Distort(position+off)); c.xy = Distort(c.xy); // ORIGINAL: // vec4(c.x - off, sin(c.y) - off, cos(c.z), 1.0); // The original green component did not show much. So, the original formula can be written // as a linear combination of those R and B channels - we generalize that to 2 arbitrary // colors. Plus, the resulting color is required to be in a premultiplied form. vec4 col1 = vec4(color1.rgb * color1.a, color1.a); // Premultiplication vec4 col2 = vec4(color2.rgb * color2.a, color2.a); // float coeff1 = c.x - off, coeff2 = cos(c.z); gl_FragColor = (coeff1 * col1 + coeff2 * col2) / (coeff1 + coeff2); }