Swirly Circle

#define PI 3.1415926 // From https://andreashackel.de/tech-art/stripes-shader-2/ vec2 rotatePoint(in vec2 pt, in vec2 center, in float angle) { float sinAngle = sin(angle); float cosAngle = cos(angle); pt -= center; vec2 r = vec2(pt.x * cosAngle - pt.y * sinAngle, pt.x * sinAngle + pt.y * cosAngle); r += center; return r; } void main() { vec2 uv = gl_FragCoord.xy / u_resolution; float circle = length(uv - 0.5); vec3 col = vec3(1.); vec2 pos = rotatePoint(uv.xy, vec2(0.5, 0.5), u_time + sin(u_time) * circle * 2. * PI); float p = mix(pos.x, pos.y, 0.5) * 10.; col = vec3(floor(fract(p) + 0.5)); gl_FragColor = vec4(col, 1.); }

Based on andreashackel's rotate point