Work — Sflp Shaders

void main() // normalized pixel coord (-1..1) aspect corrected vec2 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y);

// raw sinusoidal waves on axes vec2 q = p; q.x += sin(time * 1.7 + p.y * 8.0) * 0.1; q.y += cos(time * 1.3 + p.x * 7.0) * 0.1; sflp shaders

// cheap distance field float d = length(p) - 0.5; void main() // normalized pixel coord (-1