Create something like this: // pass in mouse as uniforms // pass in resolution? #ifdef GL_ES precision mediump float; #endif uniform float time; uniform vec2 mouse; uniform vec2 resolution; void main( void ) { vec2 position = ( gl_FragCoord.xy / resolution.xy ) + mouse / 4.0; float color = 0.0; color += sin( position.x * cos( time / 15.0 ) * 80.0 ) + cos( position.y * cos( time / 15.0 ) * 10.0 ); color += sin( position.y * cos( time / 10.0 ) * 40.0 ) + cos( position.x * sin( time / 25.0 ) * 40.0 ); color += sin( position.x * sin( time / 5.0 ) * 10.0 ) + sin( position.y * sin( time / 35.0 ) * 80.0 ); color *= sin( time / 10.0 ) * 0.5; gl_FragColor = vec4( vec3( color, color * 0.5, sin( color + time / 3.0 ) * 0.75 ), 1.0 ); }