uniform vec2 resolution;
uniform vec4 mouse;
uniform float time;
uniform float Speed;
uniform float Radius;
uniform float RingNB;
void main(void)
{
vec2 screen = gl_FragCoord.xy/resolution;
float ar = resolution.x/resolution.y;
vec2 position = screen - mouse.xy/resolution;
position*= vec2(ar*2.0,2.0 );
float r = Radius/resolution.y;
float l = length(position);
if(l<=r)
{
int buttons = int(mouse.w);
vec4 c = vec4(-1.0*position.x/r,abs(position.y/r),position.x/r,1.0);
if(buttons == 1)
c.a = cos((l-time*Speed)*RingNB*3.14/r);
gl_FragColor = c;
}
else
gl_FragColor = vec4(0.0,0.0,0.0,1.0);
}