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precision mediump float;
 
#extension GL_OES_standard_derivatives : enable
 
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
 
void main( void ) {
 
	vec2 position = ( gl_FragCoord.xy / resolution.xy ) + mouse / 4.0;
 
	float color = 0.0;
	color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 );
	color += sin( position.y * sin( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 );
	color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 );
	color *= sin( time / 10.0 ) * 0.5;
 
	gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 );
 
}