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#ifdef GL_ES precision mediump float; #endif #define TWO_PI 6.28318530718 uniform vec2 u_resolution; uniform float u_time; // Function from Iñigo Quiles // https://www.shadertoy.com/view/MsS3Wc vec3 hsb2rgb( in vec3 c ){ vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0), 6.0)-3.0)-1.0, 0.0, 1.0 ); rgb = rgb*rgb*(3.0-2.0*rgb); return c.z * mix( vec3(1.0), rgb, c.y); } void main(){ vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0); // Use polar coordinates instead of cartesian vec2 toCenter = st-vec2(0.5); float angle = atan(toCenter.y,toCenter.x); float radius = length(toCenter)*1.560; // Map the angle (-PI to PI) to the Hue (from 0 to 1) // and the Saturation to the radius color = hsb2rgb(vec3((angle/TWO_PI)+u_time,radius,1.0)); gl_FragColor = vec4(color,1.0); } |