When I use fract(), it separates the shaders into what I want but the you can clearly see the separation between the fractals. I want to "ease" that separation out. Here is my code so far
uniform vec3 iResolution;
uniform float iTime;
vec3 palette(float t, vec3 a, vec3 b, vec3 c) {
vec3 d = vec3(2.277, 2.639, 1.636);
return a + b * cos(6.2813 * (c * t + d));
}
void main() {
vec2 uv = ((gl_FragCoord.xy * 2.0 - iResolution.xy) / iResolution.y);
vec2 uvNorep = uv;
uv = fract(2.0 * uv) - 0.5;
vec3 finalCol = vec3(0.0);
for (float i = 0.0; i < 3.0; ++i) {
uv = uv - i;
float d = length(uv);
float len = length(uvNorep);
float r2 = abs(tan(d * 10.0 + iTime) / 5.0);
vec3 a = vec3(0.407, 0.161, 0.910);
vec3 b = vec3(0.149, 0.412, 0.443);
vec3 c = vec3(1.048, 1.287, 1.109);
vec3 col = palette(len + 1.0 * iTime, a, b, c) * r2;
finalCol += col;
}
gl_FragColor = vec4(finalCol, 1.0);
}
Thanks in advance
?