plasama.glsl 603 B

1234567891011121314151617
  1. uniform float iGlobalTime;
  2. vec3 getEmission() {
  3. vec2 p = -1.0 + 2.0 * vUv0;
  4. // main code, *original shader by: 'Plasma' by Viktor Korsun (2011)
  5. float x = p.x;
  6. float y = p.y;
  7. float mov0 = x+y+cos(sin(iGlobalTime)*2.0)*100.+sin(x/100.)*1000.;
  8. float mov1 = y / 0.9 + iGlobalTime;
  9. float mov2 = x / 0.2;
  10. float c1 = abs(sin(mov1+iGlobalTime)/2.+mov2/2.-mov1-mov2+iGlobalTime);
  11. float c2 = abs(sin(c1+sin(mov0/1000.+iGlobalTime)+sin(y/40.+iGlobalTime)+sin((x+y)/100.)*3.));
  12. float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.)));
  13. return vec3(c1, c2, c3);
  14. }