PVector[] p ; float shift ; float fade; float fillCol ; float rot ; float spin ; float deg ; int bval ; void setup() { size(400, 400); frameRate(7) ; } void draw() { p = new PVector[3]; p[0] = new PVector(-width/2, height/2); p[1] = new PVector(width/2, height/2); p[2] = new PVector(0, -height/2); shift = 1.0; fade = 255.0 / (width/2.0/shift); spin = 360.0 / (width/2.0/shift); fillCol = 0; rot = 0; translate(width/2, height/2); background(0); smooth(); noStroke(); deg = deg + 0.075 ; bval = 1 ; triBlur(); } void triBlur() { bval++ ; fill( color(fillCol,fillCol,128) ); fillCol += fade; rotate(spin+radians(deg)); // another interesting variation: uncomment the line below // rotate(rot+=radians(spin)); triangle(p[0].x += shift, p[0].y -= shift/2, p[1].x -= shift, p[1].y -= shift/2, p[2].x, p[2].y += shift); if (p[0].x < 0) { // recursive call triBlur(); } }