// based on https://www.shadertoy.com/view/Ms2SWW void SetupMaterial( inout Material mat ) { vec2 uv = vTexCoord.st; vec2 p = 2.*(uv-.5); p.x += sin(timer*.2)*.3; p.y += cos(timer*.2)*.3; float a = atan(p.y,p.x); float a2 = atan(p.y,abs(p.x)); a += timer*.1; a2 += timer*.1; float r = length(p); vec2 ccoord = vec2(.25/r+.1*timer,a/3.14169265)*4.; vec2 ccoord2 = vec2(ccoord.x,a2/3.14169265)*4.; vec3 col = textureGrad(tex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb; a += .125*3.14159265; a2 += .125*3.14159265; ccoord = vec2(.25/r+.05*timer,a/3.14169265)*4.; ccoord2 = vec2(ccoord.x,a2/3.14169265)*4.; col += textureGrad(tex,ccoord,dFdx(ccoord2),dFdy(ccoord2)).rgb; col *= vec3(.3,.6,1.); col += pow(max(0.,1.2-r),1.5); col *= vec3(1.,1.2,1.5); col = clamp(col,vec3(0.),vec3(1.)); mat.Base = vec4(col,1.); mat.Normal = ApplyNormalMap(vTexCoord.st); }