#ifdef GL_ES
precision mediump float;
#endif
// Tweaked from http://glsl.heroku.com/e#5893.0
uniform mat3 outputToWorld;
uniform vec4 color1;
uniform vec4 color2;
uniform float time;
vec2 Distort(vec2 p)
{
float theta = atan(p.y, p.x);
float radius = length(p);
radius = pow(radius, 1.3);
p.x = radius * cos(theta);
p.y = radius * sin(theta);
return 0.5 * (p + 1.0);
}
vec4 pattern(vec2 p)
{
vec2 m=mod(p.xy+p.x+p.y,2.)-1.;
return vec4(length(m));
}
float hash(const float n)
{
return fract(sin(n)*43758.5453);
}
float noise(const vec3 x)
{
vec3 p=floor(x);
vec3 f=fract(x);
f=f*f*(3.0-2.0*f);
float n=p.x+p.y*57.0+p.z*43.0;
float r1=mix(mix(hash(n+0.0),hash(n+1.0),f.x),mix(hash(n+57.0),hash(n+57.0+1.0),f.x),f.y);
float r2=mix(mix(hash(n+43.0),hash(n+43.0+1.0),f.x),mix(hash(n+43.0+57.0),hash(n+43.0+57.0+1.0),f.x),f.y);
return mix(r1,r2,f.z);
}
void main( void )
{
vec2 position = .01 * (outputToWorld * vec3(gl_FragCoord.xy, 1.0)).xy;
float off = noise(position.xyx + time);
vec4 c = pattern(Distort(position+off));
c.xy = Distort(c.xy);
// ORIGINAL:
// vec4(c.x - off, sin(c.y) - off, cos(c.z), 1.0);
// The original green component did not show much. So, the original formula can be written
// as a linear combination of those R and B channels - we generalize that to 2 arbitrary
// colors. Plus, the resulting color is required to be in a premultiplied form.
vec4 col1 = vec4(color1.rgb * color1.a, color1.a); // Premultiplication
vec4 col2 = vec4(color2.rgb * color2.a, color2.a); //
float coeff1 = c.x - off, coeff2 = cos(c.z);
gl_FragColor = (coeff1 * col1 + coeff2 * col2) / (coeff1 + coeff2);
}