psy
#version 450 uniform float time; uniform vec2 resolution; uniform vec2 mouse; uniform vec3 spectrum; uniform sampler2D texture0; uniform sampler2D texture1; uniform sampler2D texture2; uniform sampler2D texture3; uniform sampler2D prevFrame; uniform sampler2D prevPass; const float PI = 3.14159; float t = time; in VertexData { vec4 v_position; vec3 v_normal; vec2 v_texcoord; } inData; out vec4 fragColor; vec3 palette(float d) { float r = sin(d * 1 + 3) * .5 +.5; float g = sin(d * 1 + 4.6) * .5 +.5; float b = sin(d * .5 + 4) * .5 +.5; return vec3(r,g,b); } vec2 cartesianToPolar(vec2 p) { float n = pow(p.x * p.x + p.y * p.y,.5); float a = atan(p.y,p.x); return vec2(n, a); } vec2 polarToCartesian(vec2 p) { float x = cos(p.y) * p.x; float y = sin(p.y) * p.x; return vec2(x, y); } float starDist(vec2 p, float power) { return pow(pow(p.x, power)+pow(p.y, power), 1/power); } void main(void) { vec2 uv = inData.v_posi
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