#version 330 in vec3 color; out vec4 fragColor; uniform vec4 mousePos; void main() { float dx = gl_FragCoord.x - mousePos.x, dy = gl_FragCoord.y - mousePos.y, d = sqrt(dx*dx + dy*dy), // c = sin(d)*0.5 + 0.5; c = sin(d*0.4)*0.25 + 0.75; fragColor = vec4 (color*c, 1.0); }