uniform sampler2D texture;
uniform float time = 1.0;
void main()
{
	
	gl_FragColor = vec4(0.0,0.0,0.0,max((sin(time*80*time))-0.90,0.0));
}

void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
	vec2 p = fragCoord.xy / iResolution.xy;
    p = vec2(fragCoord.x/iResolution.x*0.5,fragCoord.y/iResolution.y*5.0);
	vec2 q = p - vec2(0.25, 2.5);


	float len = length(q);

	float a = atan(q.y, q.x) + iGlobalTime * 0.3;
	float b = atan(q.y, q.x) + iGlobalTime * 0.3;
	float r1 = 0.3 / len + iGlobalTime * 0.5;
	float r2 = 0.2 / len + iGlobalTime * 0.5;

	float m = (1.0 + sin(iGlobalTime * 0.5)) / 2.0;
	vec4 tex1 = texture2D(iChannel0, vec2(a + 0.1 / len, r1 ));
	vec4 tex2 = texture2D(iChannel1, vec2(b + 0.1 / len, r2 ));
	vec3 col = vec3(mix(tex1, tex2, m));
	fragColor = vec4(col * len * 2.5, 1.0);
}