#version 140 in vec2 coords; out vec4 color; uniform sampler2D u_texture_0; uniform float u_time; uniform vec2 u_resolution; #define a_time 0.5 * u_time #define PIXEL (1.0 / u_resolution) void main() { color = vec4(vec3(0.), 1.); vec2 c = mod(1.0 * coords, 1.0); float l = length(c - 0.5); // color = vec4(vec3(1.0 - smoothstep(0.1, 0.1 + PIXEL.x, l)), 1.); // color += vec4(vec3(smoothstep(0.4, 0.4 + PIXEL.x, l)), 1.); float l2 = length(c - (vec2(sin(a_time), cos(a_time)) * 0.15 + 0.5)); color += vec4(vec3(1.0 - smoothstep(0.1, 0.1 + PIXEL.x, l2)), 1.); float l3 = length(c - (vec2(sin(a_time+3.14), cos(a_time+3.14)) * 0.15 + 0.5)); color += vec4(vec3(1.0 - smoothstep(0.1, 0.1 + PIXEL.x, l3)), 1.); }