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    #ifdef GL_ES
    precision highp float;
    #endif
 
    #extension GL_OES_standard_derivatives : enable
 
    uniform float time;
    uniform vec2 resolution;
 
 
    void main( void ) {
    	vec2 uv = (gl_FragCoord.xy - resolution * 0.7) / max(resolution.x, resolution.y) * 3.0;
    	uv *= 1.0;
 
    	float e = 0.0;
    	for (float i=3.0;i<=15.0;i+=1.0) {
    		e += 0.007/abs( (i/15.) +sin((time/2.0) + 0.15*i*(uv.x) *( cos(i/4.0 + (time / 2.0) + uv.x*2.2) ) ) + 2.5*uv.y);
    	gl_FragColor = vec4( vec3(e/1.6, e/1.6, e/1.6), 1.0);
 
    	}
 
    }