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fract_c.frag
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float n21 (vec2 p) {
return fract(sin(p.x*124.43 + p.y*5432.)*44433.);
}
vec3 getColorByIndex(float id) {
float n = n21(vec2(id));
vec3 color = vec3(sin(n+iTime), fract(n*10.23), fract(n*453.223));
return color;
}
void mainImage(out vec4 fragColor, in vec2 fragCoords) {
vec2 uv = fragCoords / iResolution.xy;
uv -= .5;
uv.x *= iResolution.x / iResolution.y;
vec3 col = vec3(0.);
float circles = 15.;
float a = atan(uv.x, uv.y) / 6.24 + .5;
float len = length(uv);
float d = len + iTime*0. + a/circles;
float nd = d * circles;
float id = floor(nd);
float df = fract(nd);
col += 1. - step(.9, df);
vec3 color = getColorByIndex(id);
vec3 color1 = getColorByIndex(id + 1.);
color = mix(color, color1, 1. - a);
// color = vec3(step(.1,df)*sin(a));
uv.x = a * 4. + .44;
uv.y = df;
color *= vec3(step(.01, sin(uv.x*20.*id + iTime*21.) / cos(uv.y*circles/9.)));
float fade = 1.;//smoothstep(.0, .1, pow(length(uv),2.));
fragColor = vec4(fade * col * color, 1.);
}