void main() { for( vec3 r = vec3(u_resolution, 1), d = (vec3(gl_FragCoord.xy*2., 0)-r)/r.xxz, p = 90./r, q; r.z++<2e2; q = p += d*length(min(10.-abs(q),.2))-d) q.xz *= mat2(cos(u_time + vec4(0,11,23,0))), gl_FragColor = vec4(7./r.x / fwidth(q), p.z*.3+9.); } //created by firstuser at shadergrounds.com