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A shader based screenart that can be seen at https://glslsandbox.com/e#104619.0
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#extension GL_OES_standard_derivatives : enable | |
precision highp float; | |
uniform float time; | |
uniform vec2 mouse; | |
uniform vec2 resolution; | |
void main( void ) { | |
vec2 position = gl_FragCoord.xy; | |
float r,g,b,reducer,t = 0.0; | |
vec2 offset = position - resolution/2.0; | |
r = offset.x * (1.0 + offset.y); | |
g = offset.y * (1.0 + offset.x); | |
b = (r+g)/2.0; | |
reducer = max(resolution.x,resolution.y)/15.0; | |
t=time; | |
gl_FragColor = vec4( sin(t+r/reducer),cos(t+g/reducer), cos(t+b/reducer), 1.0 ); | |
} |
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