GLSL Code
precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
varying vec2 vUv;
const float PI = 3.1415926;
float fractSin11(float x) {
return fract(1000.0 * sin(x));
}
void main() {
vec2 pos = gl_FragCoord.xy;
pos += floor(60.0 * u_time);
vec3 col = vec3(fractSin11(pos.x));
gl_FragColor = vec4(col, 1.0);
}