#pragma header // Source: https://godotshaders.com/shader/animated-mirrored-ornament/ // Modified by Nat uniform vec3 color_a = vec3(0.5); uniform vec3 color_b = vec3(0.5); uniform vec3 color_c = vec3(1.0); uniform vec3 color_d = vec3(0.0, 0.33, 0.67); uniform int iterations = 10; // : hint_range(1, 50, 1) uniform float speed = 1.0; // : hint_range(0.1, 10.0) uniform float zoom = 1.0; // : hint_range(0.1, 5.0) uniform float subtract = 0.5; // : hint_range(0.1, 1.0) uniform float multiply = 1.1; // : hint_range(1.0, 2.0) vec3 palette(float t, vec3 a, vec3 b, vec3 c, vec3 d) { return a + b * cos(2.0 * PI * (c * t + d)); } vec2 rotate(vec2 uv, float angle) { return uv * mat2( vec2(cos(angle), -sin(angle)), vec2(sin(angle), cos(angle)) ); } vec3 invert_color(vec3 color, float intensity) { return mix(color.rgb, 1.0 - color.rgb, intensity); } void fragment() { float time = TIME; float angle = time * speed * 0.1; vec2 uv = (SCREEN_UV - 0.5) / vec2(SCREEN_PIXEL_SIZE.x / SCREEN_PIXEL_SIZE.y, 1.0); vec3 color = vec3(0.0); uv /= zoom + sin(time * 0.1) * 0.5 + 0.5; for (int i = 0; i < iterations; i++) { uv = rotate((abs(uv) - subtract) * multiply, angle); } vec3 p = palette(length(uv) + dot(uv, uv), color_a, color_b, color_c, color_d); color = clamp(vec3(length(uv) * p), vec3(0.0), vec3(1.0)); float intensity = sin(time) * 0.25 - 0.2; color = invert_color(color, intensity); COLOR = vec4(color, 1.0); }