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Here's how you can add an image:

#define vNum 2. //number of variations mat2 rot(float a) { return mat2(cos(a), -sin(a), sin(a), cos(a)); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; float id = floor(uv*vNum).x+floor(uv*vNum).y*vNum; uv = fract(uv*vNum); vec2 qt = uv; qt *= 1.0 - qt.yx; float vig = qt.x*qt.y*15.; vig = pow(vig, 0.15); vec2 st = uv; // st.x+=iTime/100.; st=st*2.-1.; st.x *= iResolution.x/iResolution.y; ; //st += vec2(.0); vec3 re ; //st*=1.; vec3 color;//vec3(1.); int s; st = st*2.0-1.; //this cool df thing comes from "kig" on shadertoy: https://www.shadertoy.com/view/lll3DB float df = pow(abs(st.y+.9)*uv.x*uv.x, 2.9)+pow(abs(st.x+1.)*uv.y*uv.y, 2.); //df /= pow(abs(st.y-1.39)*uv.x*uv.x*uv.x*uv.x, .9)+pow(abs(st.x-5.)*uv.y*uv.y, 0.4); st *= 1.0+.5*df; st.x += iTime*1.0; //st.y += iTime*1.0; st/=1.328; st/=10.; vec3 gold = vec3(213., 123.,15.)/255.; for(int i= 0;i<7;i++) { st*=abs(sin(1.48 )); st = st*rot(1.4); st = st*rot(1.4); st*=abs(sin(2.48 )); st = st*rot(1.4); st/=abs(sin(10.48 )); st = abs(st)*2.0-1.0; st=fract(st+iTime/100.)-0.5; color -= (cos(vec3(0.200+id/3.,0.994,0.9464) - ( 1./pow(1.0-smoothstep(0.5, 0.62+id/9. , length(st)), 1.)*2. - (smoothstep(0.3, .48+id/2. , length(st))) + float(i)*40. ) ) ); color = mix(color, gold, smoothstep(0.55,0.6, length(st))); st*=1.5+id/9.; //s = i/int(re); // color=sqrt(color); } fragColor = vec4(color*vig/1.,1.0); }

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