
uniform vec2 resolution;
uniform float time;
 
void main(void)
{
  vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / resolution.xy;
  float a = -0.05;
  float r = length(p);
  float b = 1.5 * cos ( -time - 5.00 / r);
  b = pow(b, r);
  b *= smoothstep(0.05, 0.2, 0.3*b*r);
  gl_FragColor = vec4(b, 0.67 * b, 0.0, 1.0);
}