Created
September 28, 2021 11:17
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#ifdef GL_ES | |
precision mediump float; | |
#endif | |
uniform vec2 u_resolution; | |
void mainImage(out vec4 fragColor, in vec2 fragCoord) { | |
vec2 coord = (fragCoord.xy / iResolution.xy); | |
float color = sin(iTime + | |
cos(coord.x) * 15.2 - | |
cos(coord.x * 90.0) - | |
sin(coord.y * 7.0) | |
) + coord.x; | |
fragColor = vec4(vec3(color / coord.x, color / coord.y, color), 1.0); | |
} |
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