Rate my shadertoy glsl shader, /g/!
void part(inout vec3 u, vec4 tr) {
u.z=min(u.z,max(step(tr.w,abs(u.y+tr.y)),step(tr.z,abs(u.x-tr.x))));
}
vec2 rot(vec2 v, float a) {
float s=sin(a);
float c=cos(a);
return mat2(c, s, -s, c)*v;
}
void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv=rot((fragCoord-.5*iResolution.xy)/iResolution.y,iTime*.2);
fragColor=vec4(1.,0.,0.,1.);
for (float i=0.;i<3.;i+=1.) {
vec2 id=floor(uv*=4.);
uv=fract(uv)-.5;
vec3 u=vec3(rot(uv,iTime*(i+1.)*sign(mod(id.x+id.y,2.)*2.-1.))*1.1,1.);
part(u,vec4( 0.0, 0.0, .25, .05));
part(u,vec4( 0.0, 0.0, .05, .25));
part(u,vec4(-.125, .2,.125, .05));
part(u,vec4( -.2,-.125, .05,.125));
part(u,vec4( .2, .125, .05,.125));
part(u,vec4( .125, -.2,.125, .05));
fragColor.rgb+=u.z*mix(vec3(0.),vec3(max(floor(.35/length(u.xy)),.1/u.z)),.9);
}
}