Created
          March 31, 2017 18:32 
        
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    Force Experiment 006
  
        
  
    
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  | void main() { | |
| vec2 st = st(), stN = stN(); vec3 c = black; | |
| 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 r = rotate(vec2(bands.y - bands.x) * 2., st, time * .2 + bands.x); | |
| vec2 r2 = rotate(vec2(bands.x - bands.y) * 2., st, time * .2 - bands.x); | |
| vec3 v = voronoi(vec3(r * 3. * bands.y + st, bands.y * .3 + time * .1)); | |
| vec3 v2 = voronoi(vec3(r2 * 3. * bands.z + st, bands.z * .3 + time * .1)); | |
| c = (1. -v.x) * min(orange, hsv2rgb(vec3(.9, sin(time), 1.))) * 1.5; | |
| c += (1. - v2.x) * blue * 1.5; | |
| vec3 bb = texture2D(backbuffer, stN).rgb; | |
| c = mix(c, bb, .25 - .25 * length(bands)); | |
| // c = mix(c, bb, .2); | |
| // c = pow(c * 1.8, 90. * white); | |
| c = step(.5, c); | |
| c = mix(c, bb, .9 + .05 * length(bands)); | |
| gl_FragColor=vec4(c, 1.0 ); | |
| } | 
  
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