#version 120

uniform float time;
uniform vec2 resolution;
uniform vec2 mouse;


void main()
{
  
  //vec2 uv = gl_TexCoord[0].xy;
  vec2 uv = gl_FragCoord.xy/resolution.xy;
  uv.x *= resolution.x/resolution.y;
    
  //float r = sqrt(( (uv.x - 0.5)*(uv.x - 0.5)) + ((uv.y - 0.5)*(uv.y - 0.5)));
  float x = (uv.x - 0.5)*(uv.x - 0.5);
  float y = (uv.y - 0.5)*(uv.y - 0.5);
  //float ripple = abs((sin(1.0 / sqrt(x + y + 0.001) + time * 4.0) + 1.0)*0.5);
  float ripple = abs(sin(1.0 / sqrt(x + y + 0.001) + time * 1.0)) * 0.75;
  
  gl_FragColor = vec4(ripple * uv.x, ripple * uv.y, ripple, 1);
  
  
}





