runnable fragment
code snippet
precision mediump float;
uniform float u_time;
varying vec2 v_texcoord;
#define PI 3.14159265358979323846
#define TWO_PI 6.28318530717958647693
#define PHI 1.618033988749894848204586834
vec2 radialTile(vec2 _st, vec2 _vel, float _zoom){
vec2 toExtreme = vec2(0.5)-_st;
vec2 polar = vec2( (PI+atan(toExtreme.y,toExtreme.x))/TWO_PI, // Angle
log(length(toExtreme))*PHI*0.1); // Radius
polar *= _zoom;
polar.y += _vel.y;