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waves.frag
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#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 uv = gl_FragCoord.xy / u_resolution;
float y = uv.y;
float speed = 9.0;
vec3 color = vec3(y);
float smoothness = 2.0 / 0.5 + sin(uv.x * PI);
float spiral_wave = 0.;
if (uv.y >= 0.52) {
uv.y = ( uv.y - 0.2 ) * 1.8;
uv.x = ((uv.x - 0.5) * smoothness) / ( ((uv.y - 0.5) * 8.0) );
spiral_wave = sin(uv.x * 20. + sin(uv.y * 2.0 + (u_time * 2.0)) * 2.0);
} else if (uv.y < 0.48) {
uv.y = 1. - uv.y;
uv.y = (uv.y - 0.2) * 1.8;
uv.x = ((uv.x - 0.5) * smoothness) / ( ((uv.y - 0.5) * 8.0) );
spiral_wave = sin(uv.x * 20. + sin(uv.y * 2.0 + (u_time * 2.0)) * 2.0);
}
color = spiral_wave * vec3(1.);
float red_channel = clamp(0.3 + sin(u_time), 0.0, 1.0);
// Colorize
color *= vec3(red_channel, 0.4, 1.0) + vec3(0.0);
gl_FragColor = vec4(color, 1.0);
}