| uniform float time; |
| uniform vec2 resolution; |
| |
| vec3 amaranthPink = vec3(241.0, 156.0, 187.0); |
| vec3 mayaBlue = vec3(115.0, 194.0, 251.0); |
| |
| void main( void ) { |
| |
| float t = time / 50.0; |
| vec2 position = ( gl_FragCoord.xy / resolution.xy ); |
| |
| vec3 color = vec3(0.0, 0.0, 0.0); |
| |
| color += ((sin(t + position.y) + 1.0) * amaranthPink) / 255.0 / 2.0; |
| color += ((sin(-t + position.x) + 1.0) * mayaBlue) / 255.0 / 2.0; |
| |
| /* color.r += sin(t + position.x + position.y) * amaranthPink.r / 255.0; */ |
| /* color.g += cos(t + position.x - position.y) * amaranthPink.g / 255.0; */ |
| /* color.b += sin(-t + position.x) * amaranthPink.b / 255.0; */ |
| |
| gl_FragColor = vec4( color / 0.8, 1.0 ); |
| |
| } |