GLSL magic
GLSL
void main() {
    float t = time * 0.5;
    vec2 r = resolution;
    vec2 = o gl_FragCoord.xy - r / 2.0;
    o = vec2(length(o) / r.y - .3, atan( o.y, o.x ));    
    vec4 s = 0.07 * cos(1.5 * vec4(0,1,2,3) + t + o.y + sin(o.y) * cos(t)),
    e = s.yzwx, 
    f = max(o.x - s,e - o.x);
    gl_FragColor = dot(clamp(f * r.y, 0.0, 1.0), 72.0 * (s-e)) * (s-.1) + f;
}