Public
Edited
May 29, 2023
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shader({iTime: true, inputs: {a: viewof a, b: viewof b, c: viewof c}})`

#define f(U) fract((U.x/c + sin(U.y/c)) * a)

void mainImage( out vec4 C, in vec2 U )
{
float x = f(U) * f(U.yx);
C = vec4(0.0, 0.0, 0.0, 1.0 - x);
}
`
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