void main() { vec2 uv = v_tex0 * 2.0 - 1.0; uv.x *= u_display_size.x / u_display_size.y; vec2 center = vec2(cos(u_time * 0.2) * 1.5, (sin(u_time * 0.2) * 0.2) * 0.5 + 1.2); float dist = length(uv - center); float gradient = smoothstep(0.0, 1.0, dist); o_col0 = vec4(mix(vec3(0.5, 0.5, 0.9), vec3(0.05, 0.05, 0.2), gradient), 1.0); }