#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 const vec3 uAColor = vec3(.5,.5,.5); const vec3 uBColor = vec3(.5,.5,.5); const vec3 uCColor = vec3(1.,1.,1.); const vec3 uDColor = vec3(.0,.33,.67); //get colors from http://dev.thi.ng/gradients/ vec3 cosPalette(float t) { return uAColor + uBColor*cos(6.28318*(uCColor*t+uDColor)); } float random (vec2 st) { vec2 stm = u_mouse/u_resolution; return fract(sin(dot(st.xy*u_time, stm.xy))*43758.5453123); } void main() { vec2 st = (gl_FragCoord.xy*2. - u_resolution.xy)/u_resolution.y; st *= 10.0; vec2 ios = floor(st); vec2 fos = fract(st); vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; color += random(ios); gl_FragColor = vec4(color, alpha); }