varying vec2 v_vTexcoord; varying vec4 v_vColour; uniform float progress; uniform vec2 detail; uniform vec2 u_resolution; uniform vec2 position; uniform vec2 scale; void main() { vec2 uv = (v_vTexcoord + position) * scale; for(float i = detail.x; i <= detail.y; i++) { uv.x += .5 / i * sin(i * 3. * uv.y + progress); uv.y += .3 / i * cos(i * 3. * uv.x + progress); } float a = .5 + .5 * sin(uv.x); gl_FragColor = vec4(vec3(a), 1.); }