#extension GL_OES_standard_derivatives : enable #ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; void main( void ) { vec3 Color = vec3(0.1, 0.3, 0.9); float col = -0.2; vec2 a = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution, resolution.y); for(float i=0.0;i<50.0;i++) { float si = sin(time + i * 0.05)/0.5; float co = cos(time + i * 0.05)*0.5; col += 0.01 / abs(length(a+vec2(si,co*si))- 0.1); } gl_FragColor = vec4(vec3(Color * col), 1.0); }