转载自: http://glslsandbox.com/e#44903.0
//--- snowflakes ---
// by Catzpaw 2016
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
vec2 hash(vec2 p){return fract(cos(mat2(42.,87.,49.,61.)*p)*13.);}
float plot(vec2 p,float v){return smoothstep(v-0.27*abs(sin(time)),v,p.y)-smoothstep(v,v+0.275*abs(sin(time+40.)),p.y);}
void main( void ) {
vec2 uv=(gl_FragCoord.xy*2.-resolution.xy)/resolution.y;
vec3 finalColor=vec3(0);
vec2 p,h;
finalColor+=vec3(abs(uv.y*.5));
for(float i=-0.;i<20.;i++){
h=hash(vec2(i))*(resolution.x/resolution.y);
p=vec2(uv.x+h.x-h.y+sin(time*h.x)*(h.y*.4-.2),mod(uv.y-i*.1+time/3.,2.)-1.);
float r=length(p)*2.,a=atan(p.y,p.x)+time*(h.y*.2-.1)*5.,f=abs(sin(a*3.)*cos(a*12.))*.1+.05;
finalColor+=vec3(plot(vec2(a,r),f));
}
gl_FragColor = vec4(finalColor,1);
}