#ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 resolution; #define PI 30 void main( void ) { vec2 p = ( gl_FragCoord.xy / resolution.xy ) -0.5; float sx = 0.3 * (p.x*p.x*5.0 - 0.7) * cos( 45.0 * p.x - 15. * pow(time*0.03, 0.7)*9.); float dy = 9./ ( 423. * abs(p.y - sx)); dy += 11./ (200. * length(p - vec2(p.x, 0.0 ))); gl_FragColor = vec4( (p.x + 0.2 ) * dy, 0.3 * dy, dy, 6.1 ); }