fragSource1 = glsl(`
precision mediump float;
${await include("glsl-noise/simplex/2d.glsl")}
uniform float u_time;
varying vec2 v_position;
float PI = 3.14;
vec2 center = vec2(0.0, 0.0);
void main() {
// draw wave according to time
// start with radius from center
float r = distance(v_position, center);
// + snoise(0.05 * v_position + (u_time / 100000.0)); // when I add this to r it gets real trippy lol
// use that to calculate color
float color = 0.05 * sin(30.0 * r - (u_time / 400.0));
color += 0.1 * sin(20.0 * r - (u_time / 200.0));
color += 0.01 * sin(10.0 * r - (u_time / 140.0));
// and also add in some noise
color += 0.05 * snoise(70000.0 * v_position - (u_time / 500.0));
color += 0.35 * snoise(0.5 * v_position - (u_time / 10000.0));
gl_FragColor = vec4(0.45 - color, 0.75 - color, 1.0 - color, 1.0);
}
`)