i am no pilot
@grid: 1 / 80vmin; background: @shaders( texture_0 { background: linear-gradient( @r(360deg), @stripe.@m10.@pn(#d62828, #fcbf49, #eae2b7, #000) ); } fragment { #define TAU (2. * 3.141593) void main() { vec2 ur = u_resolution; vec2 c = vec2(.5, .5); vec2 p = gl_FragCoord.xy / ur.xy - c; float r = length(p); float len = length(p * vec2(ur.x / ur.y, 1.)); float angle = atan(p.y, p.x) + TAU * smoothstep(.75, 0., len) + cos(u_time); vec2 coords = c + vec2(r * cos(angle + u_time), r * sin(angle)); FragColor = texture(texture_0, coords); } } );
Hi, thanks for stopping by
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