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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
#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 ); | |
} |
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