//0-input //written by Ben Caldwell #ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; uniform float u_x0; uniform float u_x1; uniform float u_x2; uniform float u_x3; void main() { vec3 color = vec3(0.0,0.0,0.0); vec2 pos = gl_FragCoord.xy; vec2 st = gl_FragCoord.xy/u_resolution.xy; st.x *= u_resolution.x/u_resolution.y; color += vec3(u_x0*sign(sin(0.05*pos.x - u_time + sin(0.05*pow(pos.y,(0.7 + u_x1)) - u_time))),0.,0.); color += vec3(0., 0., sign(cos(0.05*pos.x*u_x2 - 2.0*u_time + 5.0*u_x3*sin(0.05*pos.y - 2.0*u_time)))); gl_FragColor = vec4(color,1.); }