-
-
 uniform float time;
 uniform vec2 mouse;
 uniform vec2 resolution;
 uniform sampler2D iChannel0;
 out vec4 fragColor;
 
-// https://www.shadertoy.com/view/ldfSWs by IQ
+// based on https://www.shadertoy.com/view/ldfSWs by IQ
 //------------------------------------------------------------------------
 // Camera
 //

}
//------------------------------------------------------------------------
// Modelling 
//
// Defines the shapes (a sphere in this case) through a distance field, in
// this case it's a sphere of radius 1.
//------------------------------------------------------------------------
float doModel( vec3 p )
{
    return length(p) - 1.0;
}
//------------------------------------------------------------------------
// Material 

void doCamera( out vec3 camPos, out vec3 camTar, in float time, in float mouseX )
{
    float an = 0.3*time + 10.0*mouseX;
	camPos = vec3(2.772*sin(an),0.424,2.820*cos(an));
    camTar = vec3(0.000,0.000,0.000);
}
//------------------------------------------------------------------------
// Background 
