// amiga internal vendetta or coppermaster style plasma; // gigatron base source from here; #ifdef GL_ES precision mediump float; #extension GL_OES_standard_derivatives : enable #endif uniform float time; uniform vec2 resolution; #define r resolution #define t time void main( void ) { vec2 p=gl_FragCoord.xy/r; p= floor(p*32.)/32.; vec3 a=vec3(0.5, 0.5, 0.5); vec3 b=vec3(0.5, 0.5, 0.5); vec3 c=vec3(t/4., t*0.4, t/2.); vec3 d=vec3(0.0, 0.33, 0.67); vec3 col = b+a*sin(8.0*(c+p.y+sin(p.x+p.x+t) )); //col*= b+a*sin(10.0*(c+p.y+cos(p.y+p.y+t) )); gl_FragColor=vec4(col, 1.0); }