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@julien
Created December 20, 2019 17:01
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
float draw_circle(vec2 position, float radius) {
return step(radius, length(position - vec2(.5)));
}
void main() {
vec2 position = gl_FragCoord.xy / u_resolution;
float r = abs(.5 + cos(u_time * .9));
r *= .4;
position.x += .2 * cos(u_time * .8) * .2;
position.y += .4 * sin(u_time * .4 * sin(u_time * .01)) * .4;
float circle = draw_circle(position, .02 + r);
gl_FragColor = vec4(vec3(circle), 1.);
}
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