#version 460 core layout(rgba32f, binding = 0) uniform writeonly image2D outputImage; layout(local_size_x = 16, local_size_y = 16) in; void main() { ivec2 pixelCoord = ivec2(gl_GlobalInvocationID.xy); if (pixelCoord.x >= imageSize(outputImage).x || pixelCoord.y >= imageSize(outputImage).y) return; ivec2 texSize = imageSize(outputImage); vec2 fTexSize = vec2(texSize); vec2 normalizedCoord = vec2(pixelCoord) / vec2(texSize); vec4 O = vec4(0, 0, 0, 1); vec2 I = vec2(pixelCoord); float iTime = 2.2; float i = 0.0, t=iTime; O *= i; for(vec2 a=fTexSize.xy, p=(I+I-a)/a.y; i++<20.; O += (cos(sin(i*.2+t)*vec4(0,4,3,1))+2.) /(i/1e3+abs(length(a-.5*min(a+a.yx,.1))-.05))) a.x = abs(a = (fract(.2*t+.3*p*i*mat2(cos(cos(.2*t+.2*i)+vec4(0,11,33,0))))-.5)).x; O = tanh(O*O/2e5); vec4 color = vec4(normalizedCoord, 0.0, 1.0); imageStore(outputImage, pixelCoord, O); }