#ifdef GL_ES
precision mediump float;
#endif

uniform float u_time;
uniform vec2 u_resolution;

void main( void ) {

	vec2 p = ( gl_FragCoord.xy / u_resolution.x );

	float scale = 65.0*(1.5+cos(u_time/13.0 + sin(p.x)+ sin(p.y)));
	
	vec3 hue = vec3(p.x,p.y,0.0);
	float color = 0.0;
	color = (sin(p.x*scale) + sin(p.y*scale) -1.7)*4.0;

	gl_FragColor = vec4( color * hue, 1.0 );
}