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compile-on-type · iTime · iResolution · iMouse
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precision highp float; uniform float iTime; uniform vec2 iResolution; uniform vec4 iMouse; void main () { vec2 uv = gl_FragCoord.xy / iResolution.xy; vec2 p = uv * 8.0 - 4.0; float v = sin(p.x + iTime); v += sin((p.y + iTime) * 0.7); v += sin((p.x + p.y + iTime) * 0.5); float cx = p.x + 2.0 * sin(iTime * 0.3); float cy = p.y + 2.0 * cos(iTime * 0.2); v += sin(sqrt(cx * cx + cy * cy + 1.0) + iTime); vec3 col = vec3( sin(v * 3.14159), sin(v * 3.14159 + 2.094), sin(v * 3.14159 + 4.188) ); gl_FragColor = vec4(col * 0.5 + 0.5, 1.0); }
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