5 / Grit

SHADER

CODE

// Grit
// Lewis Lepton 2018
// https://lewislepton.com

#ifdef GL_ES
precision mediump float;
#endif

uniform float u_time;
uniform vec2 u_mouse;
uniform vec2 u_resolution;

void main(){
  vec2 position = (gl_FragCoord.xy / u_resolution.xy) / 5.0;

  float color = 1.20;
  color += sin(position.x * cos(u_time / 15.0) * 80.0) + cos(position.y * cos(u_time / 1.0) * 102.0);
  color += sin(position.y * sin(u_time / 10.0) * 40.0) + cos(position.x * sin(u_time / 225.0) * 410.0);
  color += sin(position.x * sin(u_time / 5.0) * 10.0) + sin(position.y * sin(u_time / 355.0) * 812.0);
  color *= sin(u_time / 10.0) * 0.5;

  gl_FragColor = vec4(vec3(color, color * 1.5, sin(color + u_time / 3.0) * 0.75), 1.0);
}

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