vec2 scalefactor; scalefactor.x = 5.0; scalefactor.y = 5.0; float v = 0.0; vec2 c = v_vTexcoord * scalefactor - scalefactor/2.0; v += sin((c.x + time)); v += sin((c.y + time) / 2.0); v += sin((c.x + c.y+time) / 2.0); c += scalefactor / 2.0 * vec2(sin(time / 3.0), cos(time / 2.0)); v += sin(sqrt(c.x * c.x + c.y * c.y + 1.0) + time); v = v / 2.0; vec3 col = vec3(sin(PI * v), cos(PI * v), 0); gl_FragColor = vec4(col *.6 + .2, 1);