uniform highp int currentTime; uniform highp vec2 windowSize; float noise(vec2 co) { return 0.5 * fract(sin(dot(co.xy, vec2(12.9898,78.233))) * 43758.5453); } float curvSpeed() { return mod(float(currentTime), 1000000.0) / 500.0; } float curv() { return 1.0 - abs((gl_FragCoord.y / (windowSize.y / 10.0) - 5.0) - sin((gl_FragCoord.x / (windowSize.x/20.0)) - curvSpeed())); } void main() { float coordNoise = noise(gl_FragCoord.xy); float proximity = smoothstep(0.5, 1.0, (curv() + 1.0) * (coordNoise )); gl_FragColor = vec4(coordNoise, coordNoise, coordNoise, 1.0) * proximity; }