#ifdef GL_ES precision highp float; #endif uniform vec2 u_resolution; uniform float u_time; uniform float u_speed; uniform sampler2D u_tex0; void main(void) { vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy; vec2 uv; float time = u_time * u_speed; float a = atan(p.y,p.x); float r = sqrt(dot(p,p)); uv.x = cos(0.6+time) + cos(cos(1.2+time)+a)/r; uv.y = cos(0.3+time) + sin(cos(2.0+time)+a)/r; vec3 col = texture2D(u_tex0,uv*.25).xyz; gl_FragColor = vec4(col*r*r,1.0); }