uniform float iGlobalTime; vec3 getEmission() { vec2 p = -1.0 + 2.0 * vUv0; // main code, *original shader by: 'Plasma' by Viktor Korsun (2011) float x = p.x; float y = p.y; float mov0 = x+y+cos(sin(iGlobalTime)*2.0)*100.+sin(x/100.)*1000.; float mov1 = y / 0.9 + iGlobalTime; float mov2 = x / 0.2; float c1 = abs(sin(mov1+iGlobalTime)/2.+mov2/2.-mov1-mov2+iGlobalTime); float c2 = abs(sin(c1+sin(mov0/1000.+iGlobalTime)+sin(y/40.+iGlobalTime)+sin((x+y)/100.)*3.)); float c3 = abs(sin(c2+cos(mov1+mov2+c2)+cos(mov2)+sin(x/1000.))); return vec3(c1, c2, c3); }