23 lines
461 B
GLSL
23 lines
461 B
GLSL
#version 310 es
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precision highp float;
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uniform float time;
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uniform vec2 resolution;
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out vec4 stateColor;
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float PHI = 1.61803398874989484820459; // Φ = Golden Ratio
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float gold_noise(in vec2 xy, in float seed){
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return fract(tan(distance(xy*PHI, xy)*seed)*xy.x);
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}
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void main( void ) {
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vec2 position = gl_FragCoord.xy;
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float color = gold_noise(position.xy, fract(time));
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stateColor = vec4(step(0.3, color), 0,0,step(0.3, color));
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}
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