// copied from http://glslsandbox.com/e#47821.0 //0-input #ifdef GL_ES precision mediump float; #endif #extension GL_OES_standard_derivatives : enable uniform float u_time; uniform float u_x0; uniform float u_x1; uniform float u_x2; uniform float u_x3; uniform vec2 u_resolution; void main( void ) { vec2 position = ( gl_FragCoord.xy / u_resolution.xy ) + (u_resolution.x, u_resolution.y * (u_x0*0.01)) / 4.0; float color = 0.0; color += sin( position.x * cos( u_time / 15.0 ) * 80.0 ) + cos( position.y * cos( u_time / 15.0 ) * 10.0 ) * u_x1; color += sin( position.y * sin( u_time / 10.0 ) * 40.0 ) + cos( position.x * sin( u_time / 25.0 ) * 40.0 ) * u_x2; color += sin( position.x * sin( u_time / 5.0 ) * 10.0 ) + sin( position.y * sin( u_time / 35.0 ) * 80.0 ) * u_x3; color *= sin( u_time / 10.0 ) * 0.8; gl_FragColor = vec4( vec3( color, color * 0.5 * sin(0.02*u_time) , sin( color + u_time / 3.0 ) * 0.75 ), 1.0 ); }