void main() { float X = gl_FragCoord.x*15./u_resolution.y+u_time+ .9*cos(u_time); vec3 Height = vec3(cos(X+cos(gl_FragCoord.x))*.6+.4*sin(gl_FragCoord.x)+.9, cos(X+cos(gl_FragCoord.x+9.))*.2+.21*sin(gl_FragCoord.x+6.)+.5, cos(X+cos(gl_FragCoord.x+7.))*.6+.9*sin(gl_FragCoord.x+4.)+.10); vec3 Dist = abs(Height*u_resolution.y-gl_FragCoord.y); gl_FragColor = vec4(step(Dist,vec3(15.))+pow(Dist/u_resolution.y*3., vec3(2)),1); } //created by firstuser at shadergrounds.com