varying vec4 v_position; uniform vec2 u_resolution; uniform float u_time; void main() { float ratio = u_resolution.x / u_resolution.y; vec2 pos = v_position.xy/vec2(1.0, ratio); float f = length(fract(pos * 10.0) - 0.5) * exp(-length(pos)); f = abs(sin(f*30. + u_time)/3.); gl_FragColor = vec4(f*0.6, f*0.4, f*1.0, 1.0); }