// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com // My own port of this processing code by @beesandbombs // https://dribbble.com/shots/1696376-Circle-wave #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; vec2 random2(vec2 st){ st = vec2( dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3)) ); return -1.0 + 2.0*fract(sin(st)*43758.5453123); } // Value Noise by Inigo Quilez - iq/2013 // https://www.shadertoy.com/view/lsf3WH float noise(vec2 st) { vec2 i = floor(st); vec2 f = fract(st); vec2 u = f*f*(3.0-2.0*f); return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ), dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x), mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ), dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y); } mat2 rotate2d(float _angle){ return mat2(cos(_angle),-sin(_angle), sin(_angle),cos(_angle)); } float shape(vec2 st, float radius) { st = vec2(0.5)-st; float r = length(st)*2.0; float a = atan(st.y,st.x); float m = abs(mod(a+u_time*2.,3.14*2.)-3.14)/3.6; float f = radius; m += noise(st+u_time*0.1)*.5; // a *= 1.+abs(atan(u_time*0.2))*.1; // a *= 1.+noise(st+u_time*0.1)*0.1; f += sin(a*50.)*noise(st+u_time*.2)*.1; f += (sin(a*20.)*.1*pow(m,2.)); return 1.-smoothstep(f,f+0.007,r); } float shapeBorder(vec2 st, float radius, float width) { return shape(st,radius)-shape(st,radius-width); } void main() { vec2 st = gl_FragCoord.xy/u_resolution.xy; vec3 color = vec3(1.0) * shapeBorder(st,0.8,0.02); gl_FragColor = vec4( 1.-color, 1.0 ); }