#ifdef GL_ES precision mediump float; #endif const float PI = 3.14159265; uniform vec2 u_resolution; uniform float u_time; vec3 palette(float t) { vec3 a = vec3(0.5, 0.5, 0.5); vec3 b = vec3(1.0, 1.0, 1.0); vec3 c = vec3(1.0, 1.0, 1.0); vec3 d = vec3(0.0, 0.6666, 0.3333); return a + b * cos(6.28318 * (c*t+d)); } mat2 rotate(float angle){ return mat2(cos(angle), -sin(angle), sin(angle), cos(angle)); } float polygon(vec2 position, float radius, float sides){ float a = atan(position.x, position.y); float slice = PI * 2.0 / sides; return 1. - step(radius, cos(floor(0.5 + a / slice) * slice - a) * length(position)); } float star(vec2 position, float radius, float sides){ float a = atan(position.x, position.y); float slice = PI * 2. / sides; return 1. - step(radius, cos(floor(-2.0 + a / slice) * slice - a)); } void main() { vec2 uv = (gl_FragCoord.xy * 2. - u_resolution.xy) / u_resolution.y; vec3 color = vec3(0.08, 0.22, 0.39); vec3 mixer = vec3(0.); for(float i = 1.; i < 3.; i++){ vec2 translate = uv; translate *= rotate(i*1.4/5.); // + u_time); float sides = 11.; mixer += vec3(star(translate, 0.06, sides))*vec3(0.5725, 0.8275, 0.9451)*(i*0.7)*0.2; } color = mix( color, mixer, 0.5); // color = max(color, polygon(uv, 0.3, 6.)), gl_FragColor = vec4(color, 1.0); }