precision mediump float; varying vec2 vUV; uniform float aspectRatio; uniform float time; uniform vec3 clicks[5]; uniform sampler2D tex; uniform sampler2D bloomTex; void main() { float total = 0.0; for (int i = 0; i < 5; i++) { vec3 click = clicks[i]; float distanceToClick = length((click.xy - vUV) * vec2(aspectRatio, 1.0)); float elapsedTime = clamp(time - click.z, -100.0, 100.0); float t = distanceToClick - elapsedTime * 0.5; total += sin(t * 40.0) / t; } total *= 0.2; vec2 uv = vUV + total * 0.001; gl_FragColor = vec4(mix(vec3(0.0), vec3(0.3, 1.0, 0.2), texture2D(tex, uv).r + texture2D(bloomTex, uv).r * 0.5), 1.0); // gl_FragColor = vec4(uv, 0.5, 1.0); }