uniform sampler2D u_Tex0; varying vec2 v_TexCoord; uniform float u_Time; uniform vec2 u_Resolution; const float PI = 3.1415926535897932; // speed const float speed = 0.16; const float speed_x = 0.13; const float speed_y = 0.12; // geometry const float intensity = 100.; const int steps = 3; const float frequency = 100.0; const int angle = 7; // better when a prime // reflection and emboss const float delta = 1000.; const float intence = 10.2; const float emboss = 1.; //---------- crystals effect float col(vec2 coord) { float delta_theta = 2.0 * PI / float(angle); float col = 0.0; float theta = 0.0; for(int i = 0; i < steps; i++) { vec2 adjc = coord; theta = delta_theta*float(i); adjc.x += cos(theta)*u_Time*speed + u_Time * speed_x; adjc.y -= sin(theta)*u_Time*speed - u_Time * speed_y; col = col + cos( (adjc.x*cos(theta) - adjc.y*sin(theta))*frequency)*intensity; } return cos(col); } void main(void) { vec2 p = v_TexCoord, c1 = p, c2 = p; float cc1 = col(c1); c2.x += u_Resolution.x/delta; float dx = emboss*(cc1-col(c2))/delta; c2.x = p.x; c2.y += u_Resolution.y/delta; float dy = emboss*(cc1-col(c2))/delta; c1.x += dx; c1.y += dy; float alpha = 1.+dot(dx,dy)*intence; gl_FragColor = texture2D(u_Tex0,c1)*(alpha); }