Created
          April 21, 2017 14:09 
        
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    Force Experiment 008
  
        
  
    
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  | void main() { | |
| vec2 st = st(), stN = stN(); vec3 c = white * .5; | |
| float theta = atan(st.x, st.y) / PI2; float phi = log(length(st)); | |
| float k = 1. * bands.y + 2.; float a = mod(theta, PI2/k); a = abs(a - PI2/k/2.); | |
| vec2 p = floor(vec2(a * 3., phi + time * 1.2 + bands.x) * 2.) * length(bands) * 2.; | |
| vec2 q = vec2(sin(p.x), sin(p.y)) ; | |
| float t = time * 4.13 + q.x * q.y * length(q); | |
| float f = fract(st.x * bands.w * 3. - st.y * bands.y * 9. + (time * 10.5 + bands.y * 3.) * 5.) ; | |
| float f2 = fract((q.x * .015) * stN.x * bands.z * 3. - stN.y * bands.x * 4. + fract(p.y * .35 +bands.x * .2) * 2.) ; | |
| c += f * orange * 4.; | |
| c += f2 * blue * 4.; | |
| c *= f * bands.y * 1.; | |
| c *= f2 * bands.z * 1.; | |
| vec3 bb = texture2D(backbuffer, stN).rgb; | |
| c = mix(c, noise(st * (100. - 90. * bands.y) - time) * white * length(bands), .1 * bands.y + .05); | |
| c = pow(c * 8., 8. * white); | |
| c = mix(c * .1, bb, -1.96); | |
| gl_FragColor=vec4(c, 1.0 ); | |
| } | 
  
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