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✎ Kaleidoscope
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Vertex Shader
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attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
Fragment Shader
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precision mediump float; uniform float u_time; uniform vec2 u_resolution; uniform vec2 u_mouseNorm; uniform float u_zoom; float hash(vec2 p) { return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); } void main() { vec2 uv = (gl_FragCoord.xy - 0.5*u_resolution.xy) / u_resolution.y; uv *= u_zoom; float angle = atan(uv.y, uv.x); float radius = length(uv); float segments = 8.0; angle = mod(angle, 6.2831 / segments); angle = abs(angle - 3.14159 / segments); vec2 kuv = vec2(cos(angle), sin(angle)) * radius; float t = u_time * 0.3; vec2 p = kuv * 3.0 + vec2(t, t*0.5); float pattern = sin(p.x * 5.0) * sin(p.y * 5.0); pattern += sin(p.x * 10.0 + t) * sin(p.y * 10.0 - t) * 0.5; pattern = pattern * 0.5 + 0.5; vec3 col = vec3(0.5 + 0.5*cos(t + pattern*6.28 + vec3(0.0, 2.0, 4.0))); col *= smoothstep(2.0, 0.0, radius); float mouseDist = length(uv - (u_mouseNorm - 0.5) * vec2(u_resolution.x/u_resolution.y, 1.0)); col += vec3(1.0, 0.8, 0.2) * smoothstep(0.2, 0.0, mouseDist) * 0.5; gl_FragColor = vec4(col, 1.0); }
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