generated at
初つぶやきGLSL

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#ifdef GL_ES precision mediump float; #endif #extension GL_OES_standard_derivatives : enable uniform float time; uniform vec2 mouse; uniform vec2 resolution; #define PI 3.1415926535897932384626433832795 void main( void ) { float t = time / PI; mat2 m = mat2(cos(t), -sin(t), sin(t), cos(t)); if(fract(t / PI / 2.) < .5){ vec2 p = fract( gl_FragCoord.xy / min(resolution.x, resolution.y) * 10. ) - 0.5; p = m * p; vec2 p2 = abs(p); float c = step(p2.x + p2.y, .5); gl_FragColor = vec4( c ); }else{ vec2 p = fract( gl_FragCoord.xy / min(resolution.x, resolution.y) * 10. + .5) - 0.5; p = m * p; vec2 p2 = abs(p); float c = step(0.5, p2.x + p2.y); gl_FragColor = vec4( c ); } }

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void main( void ) { float t = time; vec2 r = resolution; mat2 m = mat2(cos(t), -sin(t), sin(t), cos(t)); vec2 a=gl_FragCoord.xy / min(r.x, r.y) * 10.; float c; bool b = fract(t / PI / 2.) < .5; vec2 p = fract( a + (b ? 0.:.5)) - 0.5; vec2 p2 = abs(m * p); if(b){ c = step(p2.x + p2.y, .5); }else{ c = step(.5, p2.x + p2.y); } gl_FragColor = vec4( c ); }

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void main( void ) { float t = time; vec2 r = resolution; mat2 m = mat2(cos(t), -sin(t), sin(t), cos(t)); vec2 a=gl_FragCoord.xy / min(r.x, r.y) * 10.; float c; bool b = fract(t / PI / 2.) < .5; vec2 p = fract( a + (b ? 0.:.5)) - 0.5; vec2 p2 = abs(m * p); c = step(p2.x + p2.y, .5); c = b?c:1.-c; gl_FragColor = vec4( c ); }

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void main() { float t = time; vec2 r = resolution; bool b=fract(t/atan(0.,-1.)/2.)<.5; vec2 a=gl_FragCoord.xy/min(r.x,r.y)*10.,p=fract(a+(b?0.:.5))-.5,q=abs(mat2(cos(t),-sin(t),sin(t),cos(t))*p); float c=step(q.x+q.y,.5); gl_FragColor=vec4(b?c:1.-c); }