
 
URL: http://glslsandbox.com/e#20483.0
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 | // Glowing Lines // By: Brandon Fogerty // bfogerty at gmail dot com // xdpixel.com #ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; void main( void )  {     vec2 p = ( gl_FragCoord.xy / resolution.xy ) * 2.0 - 1.0;     vec3 c = vec3( 0.0 );     float amplitude = 0.50;      float glowT = sin(time) * 0.5 + 0.5;     float glowFactor = mix( 0.15, 0.35, glowT );     c += vec3(0.02, 0.03, 0.13) * ( glowFactor * abs( 1.0 / sin(p.x + sin( p.y + time ) * amplitude ) ));     c += vec3(0.02, 0.10, 0.03) * ( glowFactor * abs( 1.0 / sin(p.x + cos( p.y + time+1.00 ) * amplitude+0.1 ) ));     c += vec3(0.15, 0.05, 0.20) * ( glowFactor * abs( 1.0 / sin(p.y + sin( p.x + time+1.30 ) * amplitude+0.15 ) ));     c += vec3(0.20, 0.05, 0.05) * ( glowFactor * abs( 1.0 / sin(p.y + cos( p.x + time+3.00 ) * amplitude+0.3 ) ));     c += vec3(0.17, 0.17, 0.05) * ( glowFactor * abs( 1.0 / sin(p.y + cos( p.x + time+5.00 ) * amplitude+0.2 ) ));     gl_FragColor = vec4( c, 1.0 ); } | 

