#ifdef GL_ES precision mediump float; precision mediump int; #endif // From Processing 2.1 and up, this line is optional #define PROCESSING_COLOR_SHADER // if you are using the filter() function, replace the above with // #define PROCESSING_TEXTURE_SHADER // ---------------------- // SHADERTOY UNIFORMS - // ---------------------- uniform vec3 iResolution; // viewport resolution (in pixels) uniform float iTime; // shader playback time (in seconds) (replaces iGlobalTime which is now obsolete) uniform float iTimeDelta; // render time (in seconds) uniform int iFrame; // shader playback frame uniform vec4 iMouse; // mouse pixel coords. xy: current (if MLB down), zw: click uniform vec4 iDate; // (year, month, day, time in seconds) //uniform float iChannelTime[2]; //uniform vec3 iChannelResolution[2]; // Channels can be either 2D maps or Cubemaps. // Pick the ones you need and uncomment them. // uniform float iChannelTime[1..4]; // channel playback time (in seconds) // uniform vec3 iChannelResolution[1..4]; // channel resolution (in pixels) /* uniform sampler2D iChannel0; uniform sampler2D iChannel1; uniform sampler2D iChannel2; uniform sampler2D iChannel3; uniform samplerCube iChannel0; uniform samplerCube iChannel1; uniform samplerCube iChannel2; uniform samplerCube iChannel3; uniform vec3 iChannelResolution[4]; // channel resolution (in pixels) uniform float iChannelTime[4]; // Channel playback time (in seconds) */ void mainImage( out vec4 fragColor, in vec2 fragCoord ); void main() { mainImage(gl_FragColor,gl_FragCoord.xy); } // ------------------------------ // SHADERTOY CODE BEGINS HERE - // ------------------------------ vec2 cinv(in vec2 z) { return (vec2(z.x, -z.y) / dot(z, z)); } vec2 cmul(in vec2 z1, in vec2 z2) { return(vec2(z1.x * z2.x - z1.y * z2.y, z1.x * z2.y + z1.y * z2.x)); } vec2 cdiv(in vec2 z1, in vec2 z2) { return (cmul(z1, cinv(z2))); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { float myTime = iTime * 0.03; vec2 a0 = vec2(sin(16 * myTime) * 1.0 + 5, 0); vec2 a1 = vec2(sin(17 * myTime) * 2.0, 0); vec2 a2 = vec2(sin(18 * myTime) * 3.0, 0); vec2 a3 = vec2(sin(19 * myTime) * 4.0, 0); vec2 a4 = vec2(sin(1.1 * myTime) * 5.0, 0); vec2 a5 = vec2(sin(1.2 * myTime) * 6.0, 0); vec2 a6 = vec2(sin(1.3 * myTime) * 7.0, 0); vec2 a7 = vec2(sin(1.4 * myTime) * 8.0, 0); vec2 a8 = vec2(sin(15 * myTime) * 9.0, 0); vec2 a9 = vec2(sin(16 * myTime) * 10.0, sin(iTime)); vec2 a10 = vec2(sin(17 * myTime) * 11.0,1 + sin(myTime) * 0.2); vec2 a = vec2(1.0, 1 + sin(0.16 * myTime) * 0.002); vec2 c = vec2(0.01, sin(iTime) / 10); // Normalized pixel coordinates (from 0 to 1) vec2 z = cmul((fragCoord/iResolution.xy - 0.5), vec2(4,0)); vec2 init_z = z; z.x = abs(z.x); z.y = abs(z.y); vec2 old_z = z; float i_backup; for (float i = 0.0; i < 16.0; i++) { z = z - cmul(a, cdiv(a0 + cmul(z, a1 + cmul(z, a2 + cmul(z, a3 + cmul(z, a4 + cmul(z, a5 + cmul(z, a6 + cmul(z, a7 + cmul(z, a8 + cmul(z, a9 + cmul(a10, z)))))))))), a1 + cmul(z, cmul(a2, vec2(2, 0)) + cmul(z, cmul(a3, vec2(3, 0)) + cmul(z, cmul(a4, vec2(4, 0)) + cmul(z, cmul(a5, vec2(5, 0)) + cmul(z, cmul(a6, vec2(6, 0)) + cmul(z, cmul(a7, vec2(7, 0)) + cmul(z, cmul(a8, vec2(8, 0)) + cmul(z, cmul(a9, vec2(9, 0)) + cmul(cmul(a10, vec2(10, 0)), z))))))))))) + c; if (old_z.x * old_z.x + old_z.y * old_z.y < z.x * z.x + z.y * z.y + 0.001 && old_z.x * old_z.x + old_z.y * old_z.y > z.x * z.x + z.y * z.y - 0.001) { i_backup = i / 16.0; break; } old_z = z; } if (dot(init_z, init_z) > log(10) - log(10 - iTime) && iTime < 10) fragColor = vec4(0,0,0,1); else fragColor = vec4(z.x, z.y, i_backup, 1.0); } // ---------------------------- // SHADERTOY CODE ENDS HERE - // ----------------------------