转载自: http://glslsandbox.com/e#44931.0
#ifdef GL_ES
precision mediump float;
#endif
#extension GL_OES_standard_derivatives : enable
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
void main( void ) {
vec2 position = (gl_FragCoord.xy * 2.0 -resolution) / min(resolution.x,resolution.y); //座標を正規化- (-1,1)
position.x += sin(time)+cos(time*2.0)+sin(time*3.0);
position.y += sin(time * 0.5);
float l = 0.1 * (abs(sin(time))+.27) / length(position);
float r = 0.8;
float g = 0.8;
float b = 0.8;
gl_FragColor = vec4(vec3(l),1.0);
}