// Author @patriciogv - 2015 // http://patriciogonzalezvivo.com #ifdef GL_ES precision mediump float; #endif #define PI 3.14159265359 uniform sampler2D u_tex0; uniform vec2 u_tex0Resolution; uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; // Based on Morgan // https://www.shadertoy.com/view/4dS3Wd float random (in vec2 st) { return fract(sin(dot(st.xy, vec2(12.9898,78.233)))* 43758.5453123); } float noise (in vec2 st) { vec2 i = floor(st); vec2 f = fract(st); // Four corners in 2D of a tile float a = random(i); float b = random(i + vec2(1.0, 0.0)); float c = random(i + vec2(0.0, 1.0)); float d = random(i + vec2(1.0, 1.0)); vec2 u = f * f * (3.0 - 2.0 * f); return mix(a, b, u.x) + (c - a)* u.y * (1.0 - u.x) + (d - b) * u.x * u.y; } void main () { vec2 st = gl_FragCoord.xy/u_resolution.xy; float scale = 2.0; float offset = 0.5; float angle = noise( st + u_time * 0.1 )*PI; float radius = offset; st *= scale; st += radius * vec2(cos(angle),sin(angle)); vec4 color = texture2D(u_tex0,st); gl_FragColor = color; }