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);
}