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✎ Plasma Wave
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Vertex Shader
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attribute vec2 a_position; void main() { gl_Position = vec4(a_position, 0.0, 1.0); }
Fragment Shader
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precision mediump float; uniform float u_time; uniform vec2 u_resolution; uniform vec2 u_mouseNorm; uniform vec4 u_mouseClick; void main() { vec2 uv = gl_FragCoord.xy / u_resolution.xy; float t = u_time * 0.5; float v = sin(uv.x * 10.0 + t) + sin(uv.y * 10.0 + t) + sin((uv.x + uv.y) * 10.0 + t); vec3 col = 0.5 + 0.5 * cos(v + vec3(0.0, 2.0, 4.0)); float dist = length(uv - u_mouseNorm); col += vec3(0.3, 0.5, 1.0) * smoothstep(0.3, 0.0, dist) * u_mouseClick.z; gl_FragColor = vec4(col, 1.0); }
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