// By Nima Behravan ( nimabeh.wordpress.com ) // For Shader Studio Course https://github.com/patriciogonzalezvivo/ss2015 // Inspired by http://glslsandbox.com/e#27880.0 #ifdef GL_ES precision mediump float; #endif uniform float u_time; uniform vec2 mouse; uniform vec2 u_resolution; float w = u_resolution.x; float h = u_resolution.y; void main( void ) { float move = (w / 10.0) * (cos(u_time)); vec2 pos = vec2(w * 0.5, h * 0.5); float dist = length(gl_FragCoord.xy - pos) + 60.0*cos(u_time); float size = 300.0; float color = 0.0; color += pow(size / dist, 2.0); float color3 = mix(color, color+0.5, 0.5); gl_FragColor = vec4(vec3(color3 / 2.0+cos(u_time), color3 / 4.0+cos(u_time), color3 / 1.5+cos(u_time)), 1.0); }