Try at http://glslsandbox.com #ifdef GL_ES precision highp float; #endif uniform float time; uniform vec2 resolution; void main( void ) { vec2 p = (gl_FragCoord.xy*2.0-resolution)/resolution.y; float r = length(p); float a = atan(p.y,p.x); float s = sin(time*.2)*4.+sin(12.*a); float c = abs(sin(r*s)); gl_FragColor = vec4(c); }