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    String[]vS={"#version 150"
        ,"in vec4 position;"
        ,"void main(){"
        ,"gl_Position=vec4(position.xy*.5-1.,0.,1.);"
        ,"}"
        };
    String[]fS={"#version 150"
        ,"out vec4 m;"
        ,"uniform vec2 res;"
        ,"uniform float t;"
        ,"void main(){"
        ,"vec2 p=(gl_FragCoord.xy-.5*res)/res.y;"
        ,"float it=.2/sqrt(dot(p, p)),"
        ,"i=float(fract(1./it+t)>=.02/fract(it+sin(t))),"
        ,"l=float(.5<fract(it+sin(t*1.)+atan(p.x, p.y)*3.));"
        ,"m=vec4(i<l||it<.05);"
       ,"}"
      }; 
        PShader shdr;
          void setup(){
            size(620,349,P2D);
             shdr=new PShader(this,vS,fS);
             shdr.set("res",float(width),float(height));
            }
          void draw(){
             shdr.set("t",millis()/1000.0);
             filter(shdr);
            }

Comments
Okaayy... But what exactly is this supposed to be? This isn't a question, so I presume that you are announcing that you have created a tunnel shader?
Thanks for sharing. It looks pretty cool
Kf
@Lord_of_the_Galaxy -- it is in the Share Your Work forum category, so ...
...thanks for sharing!
@nabr -- Interesting use of specifying the PShader entirely in a string -- and fascinating pulsing effects.
@Lord_of_the_Galaxy idk ftw
@kfrajer based on: http://glslsandbox.com/e#39712.0
@jeremydouglass thank you for comment!
Ok, I see. Good job.