vec2 pos; uniform float time; uniform vec2 resolution; void main(void) { vec2 pos = 2.0*gl_FragCoord.xy / resolution.y - vec2(resolution.x/resolution.y, 1.0); float d = sqrt(pos.x*pos.x + pos.y*pos.y)*10.0; gl_FragColor = vec4(1.0+cos(time*0.97+d), 1.0+cos(time*0.59+d), 1.0+cos(-0.83*time+d), 2.0)/2.0; }
<- back