uniform float u_time; void mainImage(out vec4 fragColor, in vec2 fragCoord, in vec2 resolution, in vec2 uv) { vec2 pos = (fragCoord.xy * 2.0 - resolution.xy)/ min (resolution.x, resolution.y) ; float t0 = sin ((u_time + 0.00)*1.0); float t1 = sin ((u_time + 0.30)*0.4); float t2 = cos ((u_time + 0.23)*0.9); float t3 = cos ((u_time + 0.41)*0.6); float t4 = cos ((u_time + 0.11)*0.3); vec2 p0 = vec2 (t1, t0) ; vec2 p1 = vec2 (t2, t3) ; vec2 p2 = vec2 (t4, t3) ; float r = 1.0/distance (pos, p0); float g = 1.0/distance (pos, p1); float b = 1.0/distance (pos, p2); float sum = r + g + b; float alpha = 1.0 - pow (1.0/(sum), 40)*pow (10.0, 40*0.7); fragColor = vec4 (r*0.5, g*0.5, b*0.5, 1.0) * alpha; }