void main() { float X = gl_FragCoord.x*4./u_resolution.y+u_time+.5*cos(u_time); vec3 Height = vec3(cos(X+cos(gl_FragCoord.x))*.2+.2*sin(gl_FragCoord.x)+.5, cos(X+cos(gl_FragCoord.x+2.))*.2+.21*sin(gl_FragCoord.x+2.)+.5, cos(X+cos(gl_FragCoord.x+4.))*.2+.22*sin(gl_FragCoord.x+4.)+.5); vec3 Dist = abs(Height*u_resolution.y-gl_FragCoord.y); gl_FragColor = vec4(step(Dist,vec3(.5))+pow(Dist/u_resolution.y*.4,vec3(2)),1); } //created by jarreed0 at shadergrounds.com