lol
void main() { vec2 uv = gl_FragCoord.xy / u_resolution.xy; uv.x *= u_resolution.x / u_resolution.y; float t = u_time / 5.0; float r = 5.0 * (5.0 + 0.2 * sin(10.0 * t)); float _1 = 1.0 - length(uv); float _2 = 1.0 - length(uv + vec2(cos(t), sin(t))); float _3 = 1.0 - length(uv + vec2(cos(t + 0.54), sin(t + 0.75))); float _ = smoothstep( 0.01, 0.19, sin(r * _1) + cos(r * _2) + sin(r * _3) ); gl_FragColor = vec4(1.0 * _, 1.0, 1.0, 1); }