Mirror-symmetry mandala.
GLSL fragment shader
The effect's own code. The uniforms and helpers above it — uTex, uFeedback, the depth proxy, the frame ring, depthAt(), timeAt() — are the same header every Ether-MOSH shader opens with, and are documented once on the registry rather than reprinted on all 143 pages.
void main(){ vec2 p = vUv-0.5; float a = atan(p.y,p.x) + uSpin * uTime * 0.6; float r = length(p); float seg = 6.2831853/uSegments; a = mod(a, seg); a = abs(a - seg*0.5); vec2 uv = vec2(cos(a), sin(a))*r + 0.5; gl_FragColor = texture2D(uTex, uv); }