Created
September 14, 2017 12:26
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Force Experiment 013
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| void main() { | |
| vec2 st = st()+vec2(bands.y-bands.x + sin(time* 5.), bands.y - bands.z- sin(time))*.5, stN = stN(); vec3 c = black; | |
| st *= noise(st+time); | |
| float theta = atan(st.x, st.y) / PI2; float phi = log(length(st)); | |
| float k = 2.; float a = mod(theta, PI2/k); a = abs(a - PI2/k/2.) * 2.; | |
| float f = vrmf(vec2(phi * .5 + time - bands.z * 2., a) * vec2(.25 + bands.x * 1.), int(1. + bands.y * 2.)); | |
| c = f * hsv2rgb(vec3(time * .1 - bands.x, .8, .5)) * 6.; | |
| c = step(.9 * hsv2rgb(vec3(time * .35, .9, .9)), c); | |
| c += step(.9, mod(time * 3., 9.)) * white * .15 * bands.x; | |
| vec3 bb = texture2D(backbuffer, stN).rgb; | |
| c = mix(c * ., -bb, .9); | |
| gl_FragColor=vec4(c, 1.0 ); | |
| } | |
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