breakout/src/shader/background.fp.glsl

22 lines
383 B
GLSL

#version 120
varying vec2 fp_uv;
uniform float time;
vec3 palette(float d) {
vec3 v = d + vec3(0.25, 0.40625, 0.5625); // 40 45 49
v = v * 6.28318548202514648438;
v = cos(v);
return vec3(0.5, 0.5, 0.5) * v + vec3(0.5, 0.5, 0.5); // 48
}
void main()
{
vec2 uv = fp_uv;
float d = length(uv);
float td = time * 0.5 + d;
gl_FragColor = vec4(palette(td) * 0.1, 1);
}