varying lowp vec2 vPosition; uniform highp float t; void main() { lowp float d = log(distance(vPosition.xy, vec2(160.0, 120.0))) * 10.0; lowp vec2 cpos = vPosition - vec2(160.0, 120.0); lowp float r = atan(cpos.x, cpos.y); lowp float wobble = sin(t / 1000.0) / 2.0; lowp float h1 = step(wobble - 1.0, r) + step(3.14159 + wobble - 1.0, r); lowp float h2 = step(wobble - 2.6, r) + step(3.14159 + wobble - 2.6, r); lowp float radiate = step(0.0, sin(-t / 200.0 + d) / 2.0); if (h2 == 1.0 ^^ h1 == 1.0) { radiate = 1.0 - radiate; } gl_FragColor = vec4(radiate * vec3(1.0, 0.0, 1.0), 1.0); }
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