Simple Test
GLSL shader by flux_1772513259 · created 2026-03-03 · 10s loop · 1 pass
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Shader source (GLSL)
Common
#define pi acos(-1.)
#define deg pi/180.
#define time iTime*2.*pi/10.
#define R iResolution.xy
#define ar R.x/R.y
#define M iMouse
#define xm (M.xy/R)
#define nm ((xm.xy-0.5)*vec2(ar,1.)+0.5)
mat2 r2d(float a) {
return mat2(cos(a),sin(a),-sin(a),cos(a));
}
Buffer A (iChannel0)
uniform float iTime;
uniform vec3 iResolution;
void mainImage(out vec4 O, vec2 U) {
vec2 R = iResolution.xy;
vec2 uv = (U - 0.5 * R) / R.y;
float d = length(uv);
vec3 col = vec3(0.5 + 0.5 * cos(iTime + d * 10.0));
O = vec4(col, 1.0);
}
void main() {
mainImage(gl_FragColor, gl_FragCoord.xy);
}
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