
/*
#version 120
uniform float time;
uniform vec2 resolution;
uniform vec2 mouse;
void main(void)
{ 
  vec2 uv = 2.0 * (gl_FragCoord.xy / resolution.xy) - 1.0; 
  uv *= 2.0;
  float col=0.0; 
  float i=0.73; 
  vec2 spec = vec2(0.1, 0.1);
  uv.x += -((mouse.x/resolution.x*4.0)-2.0) + sin(i*20.0 + spec.x*5.0*time*6.0 + uv.y*1.5) * spec.y; 
  col += abs(0.05/uv.x) * spec.y;
  gl_FragColor = vec4(col+gl_Color.x, col+gl_Color.y, col+gl_Color.z, 1.0); 
}
*/


#version 120
uniform float time;
uniform vec2 resolution;
uniform vec2 mouse;
void main(void)
{ 
  vec2 uv = 2.0 * (gl_FragCoord.xy / resolution.xy) - 1.0; 
  uv *= 2.0;
  float col=0.0; 
  float i=0.73; 
  vec2 spec = vec2(0.1, 0.1);
  uv.x += -((mouse.x/resolution.x*4.0)-2.0) + sin(i*20.0 + spec.x*5.0*time*6.0 + uv.y*1.5) * spec.y; 
  col += abs(0.05/uv.x) * spec.y;

  gl_FragColor = vec4(col, col, col, 1.0); 
  //gl_FragColor = vec4(gl_Color.rgb, 1.0); // Crashes on some Mesa implementations like Mesa 20.3.5.
  //gl_FragColor = vec4(col+gl_Color.x, col+gl_Color.y, col+gl_Color.z, 1.0); 
  //gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0); 
}

