转载自: http://glslsandbox.com/e#44893.0
#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 p = (gl_FragCoord.xy * 2.0 - resolution) / min(resolution.x, resolution.y);
float r = 0.0;
float g = 0.0;
float b = 0.0;
float j = 1.;
vec2 q = p + vec2(cos(time * j), sin(time * j)) * 0.2;
r = 0.1 / length(q * 10.0);
g += 0.1 / length(q);
b = 0.1 / length(q * 0.15);
gl_FragColor = vec4(vec3(r,g,b), 1.0);
}