#version 150 uniform UBO { mat4 MVP; vec2 OutputSize; float time; } global; layout(location = 0) out vec4 FragColor; void main(void) { float speed = global.time * 4.0; vec2 uv = -1.0 + 2.0 * gl_FragCoord.xy / global.OutputSize; uv.x *= global.OutputSize.x / global.OutputSize.y; vec3 color = vec3(0.0); for( int i=0; i < 6; i++ ) { float pha = sin(float(i) * 546.13 + 1.0) * 0.5 + 0.5; float siz = pow(sin(float(i) * 651.74 + 5.0) * 0.5 + 0.5, 4.0); float pox = sin(float(i) * 321.55 + 4.1) * global.OutputSize.x / global.OutputSize.y; float rad = 0.1 + 0.5 * siz + sin(pha + siz) / 4.0; vec2 pos = vec2(pox + sin(speed / 15. + pha + siz), - 1.0 - rad + (2.0 + 2.0 * rad) * fract(pha + 0.3 * (speed / 7.) * (0.2 + 0.8 * siz))); float dis = length(uv - pos); if(dis < rad) { vec3 col = mix(vec3(0.194 * sin(speed / 6.0) + 0.3, 0.2, 0.3 * pha), vec3(1.1 * sin(speed / 9.0) + 0.3, 0.2 * pha, 0.4), 0.5 + 0.5 * sin(float(i))); color += col.zyx * (1.0 - smoothstep(rad * 0.15, rad, dis)); } } color *= sqrt(1.5 - 0.5 * length(uv)); FragColor = vec4(color.r, color.g, color.b , 0.5); }