Skip to content

Instantly share code, notes, and snippets.

@shawnlawson
Created September 14, 2017 12:26
Show Gist options
  • Save shawnlawson/07bc89d839000be53247e34d1fcb8f73 to your computer and use it in GitHub Desktop.
Save shawnlawson/07bc89d839000be53247e34d1fcb8f73 to your computer and use it in GitHub Desktop.
Force Experiment 013
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 );
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment