#define M_PI 3.14159265358979323846 #define SPEED 10000.0 uniform int currentTime; uniform highp vec2 windowSize; highp float noise(highp vec2 co) { return 0.5 * fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); } highp float curvSpeed() { return (mod(float(currentTime), SPEED) / SPEED) * (2.0 * M_PI); } highp float curv(int curvCount) { highp float curv_y = 0.1 *(cos((gl_FragCoord.x / windowSize.x) * (float(curvCount * 2) * M_PI) - curvSpeed())) + 0.5; highp float frag_y = gl_FragCoord.y / windowSize.y; return 1.0 - abs(curv_y - frag_y); } void main() { highp float coordNoise = noise(gl_FragCoord.xy); highp float proximity = smoothstep(0.85, 1.0, (curv(6) + 1.0) * (coordNoise )); highp vec3 color = vec3(coordNoise) * proximity; gl_FragColor = vec4(color, 1.0); }