#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; void main(){ vec2 p1 = vec2(0.8*abs(sin(u_time)), 0.8*abs(cos(u_time))); vec2 p2 = u_mouse/u_resolution; vec2 st = gl_FragCoord.xy/u_resolution; gl_FragColor = vec4(vec3(pow(distance(st,vec2(p1))*0.5,distance(st,p2)*0.5)), 1.0); }