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

void main() {
	float x = gl_FragCoord.x;
	float y = gl_FragCoord.y;

	float mov1, mov2, c1, c2, c3;
	float t = time_counter*10;
	
	mov1=(y/160*8)+(t/2);
	mov2=x/160*8;
	c1=sin(mov1+(t/2))/2+((mov2/2)-mov1-mov2+(t/2))/100;
	c2=sin((c1+sin((y/(160*4))+(t/2))+sin((x/160+y/160)))/8);
	c3=sin((c2+(cos(mov1+mov2+c2/8)/4)+cos(mov2)+sin(x/160))/8);
//	view_background_pixbuf[y*view_background_w+x]=(c1+c2+c3)/256+32;

	color = vec4(c1, c2, c3, 1);
//	color = vec4(1, 1, 1, 1);
}
