#version 450 // Name: Water // Author: diatribes // URL: https://www.shadertoy.com/view/tXjXDy layout(location = 0) in vec2 vUV; layout(location = 0) out vec4 FragColor; layout(set = 3, binding = 0) uniform ShadertoyUBO { float iTime; vec2 iResolution; }; /* -2 by @FabriceNeyret2 thanks!! :D If it doesn't display correctly, change line "r/r" to "vec3(1)" */ void mainImage( out vec4 o, vec2 u ) { float s=.002, i=0., n; vec3 r = vec3(iResolution.xy, iResolution.x/iResolution.y); vec3 p = vec3(0); u = (u-r.xy/2.)/r.y-.3; o = vec4(0); for(; i < 32. && s > .001; i++) { vec4 term = vec4(5,2,1,0)/max(length(u-.1), 0.001); o += min(term, vec4(100.0)); for (p += vec3(u*s,s), s = 1. + p.y, n =.01; n < 1.; n+=n) { s += abs(dot(sin(p.z+iTime+p / n), vec3(1))) * n*.1; } } o = tanh(o/5e2); } void main() { vec2 fragCoordPixels = vUV * iResolution; vec4 outColor; mainImage(outColor, fragCoordPixels); FragColor = outColor; }