varying vec4 v_position; uniform vec2 u_resolution; uniform float u_time; #define MAX_ITERATIONS 100 #define DOTS 32. void main() { float time = u_time * 2.; float ratio = u_resolution.x / u_resolution.y; vec2 pos = v_position.xy/vec2(1.0, ratio); gl_FragColor = vec4(0., 0., 0., 1.); float segment = 2.0 / (DOTS + 1.); for (float i = 0.; i < DOTS; i++) { for (float j = 0.; j < DOTS; j++) { int alt = int(mod(i + j, 2.)); vec2 step = vec2(segment * (i + 1.0), segment * (j + 1.0)); float radius = (sin(time - length(pos)) + 1.)*0.02; if (alt == 0) { radius = (0.04 - radius); } if (length(pos - 1. + step) < radius) { if (alt == 0) { gl_FragColor = vec4(.17, .24, .31, 1.); } else { gl_FragColor = vec4(0.75, 0.22, 0.17, 1.); } } } } }