5 uniform vec2 OutputSize;
10 float speed =
time * 4.0;
12 uv.x *= OutputSize.x / OutputSize.y;
13 vec3
color = vec3(0.0);
15 for(
int i=0; i < 8; i++ )
17 float pha =
sin(
float(i) * 546.13 + 1.0) * 0.5 + 0.5;
18 float siz =
pow(
sin(
float(i) * 651.74 + 5.0) * 0.5 + 0.5, 4.0);
19 float pox =
sin(
float(i) * 321.55 + 4.1) * OutputSize.x / OutputSize.y;
20 float rad = 0.1 + 0.5 * siz +
sin(pha + siz) / 4.0;
21 vec2 pos = vec2(pox +
sin(speed / 15. + pha + siz), - 1.0 - rad + (2.0 + 2.0 * rad) * fract(pha + 0.3 * (speed / 7.) * (0.2 + 0.8 * siz)));
22 float dis =
length(uv - pos);
25 vec3
col = mix(vec3(0.194 *
sin(speed / 6.0) + 0.3, 0.2, 0.3 * pha), vec3(1.1 *
sin(speed / 9.0) + 0.3, 0.2 * pha, 0.4), 0.5 + 0.5 *
sin(
float(i)));
26 color +=
col.zyx * (1.0 - smoothstep(rad * 0.15, rad, dis));
struct passwd out
Definition: missing_libc_functions.c:51
#define sqrt(x)
Definition: math.h:26
#define GLSL(src)
Definition: shaders_common.h:10
#define gl_FragCoord
Definition: internal_interface.hpp:357
static const char * stock_fragment_xmb_bokeh_core
Definition: core_pipeline_bokeh.glsl.frag.h:3
time_t time(time_t *timer)
#define sin(x)
Definition: math.h:23
int main(int argc, char *argv[])
Definition: send-presence.c:197
#define pow(x, y)
Definition: math.h:22
u32 col
Definition: gx_regdef.h:5093
GLuint color
Definition: glext.h:6883
GLenum GLuint GLenum GLsizei length
Definition: glext.h:6233