#version 130 uniform vec2 resolution; uniform float time; out vec4 color; void main(void) { vec2 coord = gl_FragCoord.xy / resolution; color = vec4( (sin(coord.x + time) + 1.0) / 2.0, (cos(coord.y + time) + 1.0) / 2.0, (cos(coord.x + coord.y + time) + 1.0) / 2.0, 1.0); };