#version 330 core out vec4 FragColor; in vec2 vUV; uniform vec2 iResolution; uniform float iTime; vec3 palette( float t) { vec3 a = vec3(1.0, 0.5, 0.5); vec3 b = vec3(1.0, 0.5, 0.5); vec3 c = vec3(1.0, 1.0, 1.0); vec3 d = vec3(0.263, 0.416, 0.557); return a + b * cos( 6.28318 * (c * t * d) ); } void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = (fragCoord * 2.0 - iResolution.xy) / iResolution.y; float d = length(uv); vec3 col = palette(d); d = sin(d * 8.0 + iTime) / 8.0; d = abs(d); d = 0.02 / d; col *= d; fragColor = vec4(col, 1.0); } void main() { vec2 fragCoordPixels = vUV * iResolution; vec4 outColor; mainImage(outColor, fragCoordPixels); FragColor = outColor; }