>>7991340precision highp float;
uniform float time;
uniform vec2 resolution;
void main( void ) {
vec2 position = (gl_FragCoord.xy*2.0 - resolution.xy) / resolution.y*2.0;
float x = distance(0.0, sin(position.x)) + distance(0.0, sin(position.y));
x = fract(smoothstep(0.0, 1.0, abs(x-sin(x*10.+time)) ));
//if x-= sin(x*10.+time) gets used more it can make the lines thinner and more frequent
float r = sin(time)/10.0-position.x;
float g = position.y;
float b = position.x;
vec3 rgb = vec3(r, g, b);
gl_FragColor = vec4(rgb+x, 1.0); //if any more of x is added, the image becomes lighter
}