#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; void main() { vec2 st = (gl_FragCoord.xy+u_mouse)/(u_resolution*vec2(2, 2)); gl_FragColor = vec4(st.x, st.y, abs(sin(u_time)*0.8), 1.0); }