attribute vec2 position; varying vec2 vPosition; void main(void) { vPosition = position; gl_Position = vec4(position, 0.0, 1.0); }
precision lowp float; varying vec2 vPosition; uniform float time; uniform float width; uniform float height; uniform float slider_a; uniform float slider_b; uniform float slider_c; void main() { float pi = 3.14159; float x = (vPosition.x / height) * 36.2; float y = (vPosition.y / width) * 36.2; float n = 762.5 * slider_b * sin(time*0.0075); float m = 420.7 * slider_c * cos(time*0.07); float a = cos(n * pi * x) * cos(m * pi * y) - cos(m * pi * x) * cos(n * pi * y); vec3 c = mix( vec3(0.9,0.9,0.9), vec3(0.1,0.1,0.1), floor(a + slider_a)); gl_FragColor = vec4(c, 1); }