rewind
play/pause
fullscreen
edit file to load shadertoy export
please select shader
#version 300 es precision highp float; uniform vec2 iMouse, iResolution; uniform float iTime; out vec4 fragColor; void mainImage(out vec4, in vec2); void main() { mainImage(fragColor, gl_FragCoord.xy); } #line 1
void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 z; float k; for(; k++ < 99. && dot(z,z) < 4.; ) z = mat2(z,-z.y,z.x)*z + (fragCoord.xy/.5 - iResolution.xy)/iResolution.y*1.5; fragColor = sin(vec4(1,2,3,0)*k*.31)*.5+.5; }
#version 300 es precision highp float; in vec4 iPosition; void main() { gl_Position = iPosition; }