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@co3moz
Created July 22, 2016 08:58
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glslsandbox boilerplate
precision mediump float;
uniform float time;
uniform vec2 resolution;
void main(void) {
vec2 a = resolution.xy / min(resolution.x, resolution.y);
vec2 p = gl_FragCoord.xy / resolution.xy * a;
vec3 color = vec3(0.0);
gl_FragColor = vec4(color, 1.0);
}
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