Source

void main() { vec2 uv = gl_FragCoord.xy / resolution.xy; float t1 = smoothstep(0.3, 0.7, abs(sin(time+uv.x))); float t2 = smoothstep(0.3, 0.7, abs(sin(time*+uv.y+0.4))); float c1 = step(abs(sin(uv.x)) * 0.01, mod(uv.y+sin(uv.x+(time+time*uv.x*0.1)/20.0)*0.5, 0.05)); float c2 = step(abs(sin(uv.x)) * 0.012, mod(uv.y+sin(uv.x+10.0), 0.06)); gl_FragColor = vec4(max(c1, c2), max(c1, c2), max(t2, c1), 1.0); }