#version 330 core
uniform float time_counter;
in vec4 gl_FragCoord;
out vec4 color;

/*	register int x, y, mov1, mov2, c1, c2, c3;
	for (y=0; y<view_background_h; y++)
		for (x=0; x<view_background_w; x++) {
			mov1=(y<<8)/view_background_h+(t>>1);
			mov2=(x<<8)/view_background_w;
			c1=sine(mov1+(t>>1))/2+((mov2>>1)-mov1-mov2+(t>>1));
			c2=sine((c1+sine((y>>2)+(t>>1))+sine((x+y)))/8);
			c3=sine((c2+(cosine(mov1+mov2+c2/8)>>2)+cosine(mov2)+sine(x))/8);
			view_background_pixbuf[y*view_background_w+x]=(c1+c2+c3)/256+32;
		}*/
void main() {
	float mov1, mov2;
	float c1, c2, c3;
	float x, y, t, view_background_x = 1, view_background_y = 4;
	t = time_counter*10;

	x = gl_FragCoord.x;
	y = gl_FragCoord.y;
	mov1 = (y*256)/view_background_y+(t/2);
	mov2 = (x*256)/view_background_x;
	c1 = sin((mov1 + (t/2))/2 + ((mov2/2)-mov1-mov2+(t/2))/10000);
	c2 = sin((c1 + sin(((y/4)+(t/2))/10000) + sin(((x+y))/10000))/80000);
	c3 = sin((c2 + (cos((mov1 + mov2 + c2/8)/10000) / 4) + cos(mov2/10000) + sin(x/10000))/8);

	color = vec4(0, (c1+c2+c3)/2+0.1, 0, 1);
}
