#ifdef GL_ES precision mediump float; #endif uniform vec2 resolution;uniform float time;uniform sampler2D backbuffer; vec2 rand(vec2 p){return fract((pow(p+2.5,p.yx)*tan(time/10.)));} void main(){vec2 texPos = vec2(gl_FragCoord.xy/resolution) +sin(time)/20.; vec2 pos = gl_FragCoord.xy/resolution.y;gl_FragColor = vec4(rand(rand(pos)), tan(rand(pos).y),1)*0.5;gl_FragColor += texture2D(backbuffer, texPos*sin(time) *1.1)*0.5;}