#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 ); }