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- #version 300 es
- #ifdef GL_ES
- precision mediump float;
- #endif
- uniform float u_time;
- uniform vec2 u_mouse;
- uniform vec2 u_resolution;
- out vec4 outColor;
- void main() {
- vec2 coord = gl_FragCoord.xy / u_resolution.xy;
- float aspect = u_resolution.x / u_resolution.y;
- float asd = max(u_resolution.x, u_resolution.y) - min(u_resolution.x, u_resolution.y);
- coord.x -= u_mouse.x / u_resolution.x;
- coord.y -= u_mouse.y / u_resolution.y;
- vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
- color += 0.1 * (sin(u_time * 2.0) + 0.01 / (pow(coord.x, 2.0) * aspect + pow(coord.y, 2.0) / aspect));
- outColor = vec4(vec3(color), 1.0);
- }
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