#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; #define PI 3.14159265359 void main() { vec2 st = gl_FragCoord.xy/u_resolution; vec3 color = vec3(0.0,0.0,0.0); float alpha = 1.0; float deviation = .25; //idk why but i've never considered using cos or sin on anything else then u_time, but this is really interesting and something i definetly overlooked color += step(.5+(cos(st.y*PI)*deviation),st.x); gl_FragColor = vec4(color, alpha); }