precision highp float; uniform float time; uniform vec2 resolution; varying vec3 fPosition; varying vec3 fNormal; vec3 U = vec3(0.5,0.3,0.2); mat3 M = mat3(0.5,0.5,0.1,0.4,0.3,0.2,0.1,0.2,0.7); void main() { for(int n=0;n<=8;n++){ U = M*U; } gl_FragColor = vec4(U, 1.0); }