#extension GL_OES_standard_derivatives : enable
#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
void main( void ) {
vec3 Color = vec3(0.1, 0.3, 0.9);
float col = -0.2;
vec2 a = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution, resolution.y);
for(float i=0.0;i<50.0;i++)
{
float si = sin(time + i * 0.05)/0.5;
float co = cos(time + i * 0.05)*0.5;
col += 0.01 / abs(length(a+vec2(si,co*si))- 0.1);
}
gl_FragColor = vec4(vec3(Color * col), 1.0);
}