#ifdef GL_ES precision highp float; #endif uniform vec2 u_resolution; uniform float u_time; uniform float u_speed; void main(void) { vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; vec2 cc = vec2( cos(.25*u_time*u_speed), sin(.25*u_time*u_speed*1.423) ); float dmin = 1000.0; vec2 z = p*vec2(1.33,1.0); for( int i=0; i<64; i++ ) { z = cc + vec2( z.x*z.x - z.y*z.y, 2.0*z.x*z.y ); float m2 = dot(z,z); if( m2>100.0 ) break; dmin=min(dmin,m2); } float color = sqrt(sqrt(dmin))*0.7; gl_FragColor = vec4(color,color,color,1.0); }