let cnv2;
let myShader;
function setup() {
createCanvas(600, 600, WEBGL);
cnv2 = createGraphics(width*2, height*2);
myShader = createShader(vert, frag);
cnv2.background(50);
cnv2.stroke(255);
cnv2.strokeWeight(2);
shader(myShader);
}
function draw() {
let t = frameCount/100;
let n = 20+19*sin(t);
myShader.setUniform("u_time",t)
myShader.setUniform("u_resolution",[width,height])
cnv2.translate(width,height)
cnv2.background(0,100,150)
for(let i = 0;i<n;i++){
cnv2.push();
cnv2.rotate(TWO_PI/n*i+t);
cnv2.translate(width/4+width/4*sin(t/3),0);
cnv2.stroke(255)
cnv2.noFill()
cnv2.circle(0,0,200+200*sin(t/2));
cnv2.pop();
}
drawScreen();
cnv2.translate(-width,-height)
}
function drawScreen() {
myShader.setUniform('texture', cnv2);
rect(-width, -height, width*2, height*2);
}
function getNoiseValue() {
let v = noise(millis()/100);
const cutOff = 0.5;
if(v < cutOff) {
return 0;
}
v = pow((v-cutOff) * 1/(1-cutOff), 2);
return v;
}
var frag = `
#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
varying vec2 vTexCoord;
uniform float u_time;
uniform sampler2D texture;
void main() {
vec2 uv = vTexCoord;
vec2 st = gl_FragCoord.xy/u_resolution.xy;
uv.y = 1.0 - uv.y;//flip y
vec2 offset = vec2(0.2*sin(u_time+st.x), 0.2*cos(u_time+st.y));
vec3 col;
col.r = texture2D(texture, uv + offset).r;
col.g = texture2D(texture, uv+offset).g;
col.b = texture2D(texture, uv - offset).b;
gl_FragColor = vec4(col.r*0.6,col.g,col.b, 1);
}
`
var vert = `
attribute vec3 aPosition;
attribute vec2 aTexCoord;
varying vec2 vTexCoord;
void main() {
// copy the texcoords
vTexCoord = aTexCoord;
vec4 positionVec4 = vec4(aPosition, 1.0);
positionVec4.xy = positionVec4.xy * 2.0 - 1.0;//remap center
gl_Position = positionVec4;
}
`