【GLSL】縞々のリング
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precision mediump float; uniform float u_time; uniform vec2 u_mouse; uniform vec2 u_resolution; void main(void) { float d = sqrt(pow(gl_FragCoord.x - u_resolution.x / 2.0, 2.0) + pow(gl_FragCoord.y - u_resolution.y / 2.0, 2.0)); float v = (sin(d * u_mouse.x / u_resolution.y * 0.3 - u_time * u_mouse.y / u_resolution.y * 0.1) + 1.0) * 0.5; gl_FragColor = vec4(v, v, v, 1.0); }
