uniform vec2 resolution; uniform float time; float rand(vec2 n) { return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); } float line(float p, float x, float glow) { if (abs(p - x) < 0.025) return 1.; return 1. - pow(abs(p - x), glow); } float grid(vec2 uv) { float glow = 0.05; float c = line(uv.x, 0.25, glow) + line(uv.x, 0.75, glow) + line(uv.x, 0.5, glow) + line(uv.x, 0.0, glow) + line(uv.x, 1.0, glow) + line(uv.y, 0.25, glow) + line(uv.y, 0.75, glow) + line(uv.y, 0.5, glow) + line(uv.y, 0.0, glow) + line(uv.y, 1.0, glow); return c; } void main(void) { vec2 umuv = (gl_FragCoord.xy / resolution.xy - .5) * 2.; vec2 uv = umuv; float z = (abs(uv.y ) * .8 + .2); uv.y *= 3.; uv /= z; if (uv.y < umuv.y) uv.y += abs(time * 0.1); else uv.y -= abs(time * 0.1); vec4 color = vec4(255, 120, 153, 255) / 255.; gl_FragColor = (grid(fract(uv))) * color; }