#つぶやきGLSL
precision lowp float;
uniform float t;uniform vec2 r;
void main(){vec2 p=(gl_FragCoord.xy*2.-r)/min(r.y,r.x)*4.;float c=cos(p.x)+cos(p.y);float e=dot(length(p),dot(p,p));gl_FragColor=vec4(sin(c*e+t)*vec3(c),1);}pic.twitter.com/HktkJy4w6s
3:35 PM - 17 Apr 2020
0 replies
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