В чем ошибка?
uniform vec2 res;
        uniform sampler2D tex;
        uniform vec3 mouse;
        uniform vec2 variable;

        vec3 circle(float dist, float radius) {
            if(dist<radius) {
                return vec3(0.0);
            } else {
                return vec3(1.0);
            }
        }
        vec2 movePointOfTime(vec2 randPoint, float variable) {
            float speed = variable*100.0;
            randPoint.x = sin(speed/100.0)*100.0+randPoint.x;
            randPoint.y = cos(speed/100.0)*100.0+randPoint.y;
            if(randPoint.y > 700.0) {
                randPoint.y = randPoint.y - speed;
                randPoint.x = randPoint.x - speed;
            }
            return randPoint;
        }

        void main() {
            vec2 uv = gl_FragCoord.xy / res.xy;
            vec2 startPoint[4];
            vec2 randPoint[4];
            float distPoint[4];
            vec3 circlePoint[4];
            startPoint[0] = vec2(200.0,200.0);
            startPoint[1] = vec2(200.0,400.0);
            startPoint[2] = vec2(400.0,400.0);
            startPoint[3] = vec2(400.0,200.0);
            float radius = 0.0;
            for(int i = 0; i<4; i++) {
                randPoint[i] = movePointOfTime(startPoint[i],variable.x);
                distPoint[i] = distance(gl_FragCoord.xy,randPoint[i]);
                circlePoint[i] = circle(distPoint[int(i)],radius);
            }
            vec2 randPoint = movePointOfTime(startPoint[int(3)],variable.x);
            float distMouse = distance(gl_FragCoord.xy,mouse.xy);
            float distRand = distance(gl_FragCoord.xy,vec2(400.0,400.0));
            float distPoint = distance(gl_FragCoord.xy,randPoint);
            float dist = distance(vec2(400.0,400.0),mouse.xy);
            vec3 circleMouse = circle(distMouse,radius);
            vec3 circleRand = circle(distRand,radius);
            vec3 circlePoint = circle(distPoint,radius);
            vec3 color = circleMouse * circleRand * circlePoint;
            if(color == vec3(1.0)) {
                if((distMouse * distRand * distPoint)<3000000.0 ) {
                    color = vec3(1.0);
                } else if((distMouse * distRand * distPoint)<6000000.0) {
                    color = vec3(0.3,uv);
                } else if((distMouse * distRand * distPoint)<8000000.0) {
                    color = vec3(0.4,uv);
                } else if((distMouse * distRand * distPoint)<12000000.0) {
                    color = vec3(0.5,uv);
                } else if((distMouse * distRand * distPoint)<16000000.0) {
                    color = vec3(0.6,uv);
                } else if((distMouse * distRand * distPoint)<20000000.0) {
                    color = vec3(0.6,uv);
                } else if((distMouse * distRand * distPoint)<27000000.0) {
                    color = vec3(0.7,uv);
                } else if((distMouse * distRand * distPoint)<35000000.0) {
                    color = vec3(0.8,uv);
                } else if((distMouse * distRand * distPoint)<45000000.0) {
                    color = vec3(0.9,uv);
                } else {
                    color = vec3(uv,1.0);
                }
            }
            gl_FragColor = vec4(color,1.0);
       }