a tiny program per pixel
A fragment shader is a small program that the GPU runs once for every pixel a surface covers, to decide that pixel's colour. Each run gets its own inputs, such as the UV coordinate and the time, and thousands of runs happen in parallel. The magnifier in the demo shows the pixels as squares, each one the result of a separate run.
Write this effect as a GLSL fragment shader: compute each pixel's colour from its UV and a uTime uniform, and expose speed, scale and colours as uniforms so they can be tuned without touching the shader code.