WebGL
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.x;
float n = iTime * 0.15;
float x = uv.x*(sin(uv.y+n*0.2)*1.);
float y = uv.y*(sin(uv.x+n*0.2)*1.);
float xp = uv.x-0.1+sin(x*3.+n-sin(y*1.+n));
float yp = uv.y-0.5+sin(y*3.+n+sin(x*1.-n));
float eh = ((sqrt(xp*xp+yp*yp)*1.+n));
fragColor = vec4(sin(eh*0.1+(y+n*1.1)*5.-n*5.),sin(eh*0.8+(y+n)*5.-n*5.),sin(eh*0.2+(y+n*1.2)*5.-n*5.),1.0);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.x;
float n = iTime * 0.15 + 0.5;
float x = uv.x*(sin(uv.y+n*0.4)*1.);
float y = uv.y*(sin(uv.x+n*0.4)*1.);
float xp = uv.x-0.1+sin(x*3.+n-sin(y*1.+n));
float yp = uv.y-0.5+sin(y*3.+n+sin(x*1.-n));
float eh = ((sqrt(xp*xp+yp*yp) * 1.+n));
float p = max(1., 2. * (1. - uv.x));
float red = mix(sin(eh*1.1+(y+n*1.1)*5.-n*5.), 0., p);
float green = mix(sin(eh*0.8+(y+n)*5.-n*5.), 0., p);
float blue = mix(sin(eh*0.2+(y+n*1.2)*5.-n*5.), 0., p);
fragColor = vec4(red, green, blue, 1.0);
}
Применение
<body>
<div id="container"></div>
<style>body{padding:0;margin:0;}</style>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r128/three.min.js"></script>
<script id="vertexShader" type="x-shader/x-vertex">
void main() {
gl_Position = vec4( position, 1.0 );
}
</script>
<script id="fragmentShader" type="x-shader/x-fragment">
uniform vec2 u_resolution;
uniform float u_time;
void main()
{
vec2 uv = gl_FragCoord.xy / u_resolution.x;
float n = u_time * 0.15 + 0.5;
float x = uv.x*(sin(uv.y+n*0.4)*1.);
float y = uv.y*(sin(uv.x+n*0.4)*1.);
float xp = uv.x-0.1+sin(x*3.+n-sin(y*1.+n));
float yp = uv.y-0.5+sin(y*3.+n+sin(x*1.-n));
float eh = ((sqrt(xp*xp+yp*yp) * 1.+n));
float p = max(1., 2. * (1. - uv.x));
float red = mix(sin(eh*1.1+(y+n*1.1)*5.-n*5.), 0., p);
float green = mix(sin(eh*0.8+(y+n)*5.-n*5.), 0., p);
float blue = mix(sin(eh*0.2+(y+n*1.2)*5.-n*5.), 0., p);
gl_FragColor = vec4(red, green, blue, 1.0);
}
</script>
<script>
var container;
var camera, scene, renderer, clock;
var uniforms;
init();
animate();
function init() {
container = document.getElementById( 'container' );
camera = new THREE.Camera();
camera.position.z = 1;
scene = new THREE.Scene();
clock = new THREE.Clock();
var geometry = new THREE.PlaneBufferGeometry( 2, 2 );
uniforms = {
u_time: { type: "f", value: 1.0 },
u_resolution: { type: "v2", value: new THREE.Vector2() },
u_mouse: { type: "v2", value: new THREE.Vector2() }
};
var material = new THREE.ShaderMaterial( {
uniforms: uniforms,
vertexShader: document.getElementById( 'vertexShader' ).textContent,
fragmentShader: document.getElementById( 'fragmentShader' ).textContent
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
container.appendChild( renderer.domElement );
onWindowResize();
window.addEventListener( 'resize', onWindowResize, false );
document.onmousemove = function(e){
uniforms.u_mouse.value.x = e.pageX
uniforms.u_mouse.value.y = e.pageY
}
}
function onWindowResize( event ) {
renderer.setSize( window.innerWidth, window.innerHeight );
uniforms.u_resolution.value.x = renderer.domElement.width;
uniforms.u_resolution.value.y = renderer.domElement.height;
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
uniforms.u_time.value += clock.getDelta();
renderer.render( scene, camera );
}
</script>
</body>
Пример работы