#version 330 core uniform float time; uniform vec2 resolution; uniform vec2 mouse; out vec4 color; void main () { vec2 c = gl_FragCoord.xy/resolution; vec2 m = mouse/resolution; float t = sin(time); color = vec4 (.286523, sqrt(((sqrt(sin(sin(sin(sin(m.x)))))+sin(sin(.375898)))+sqrt(sin(c.x))))*sin(c.y), sin(sqrt(sqrt(sin(t)*sin(.758588))*sin((sin(t)+.222414))*sin(sin(sin(m.y))))), 1); // color = vec4 ((sin (time*2 + radians (0*90)) + 1)/2, // (sin (time*2 + radians (1*90)) + 1)/2, // (sin (time*2 + radians (2*90)) + 1)/2, 1); }