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let shaderManager;
let t = 0;
function setup() {
createCanvas(400, 400);
}
function draw() {
background(220);
noiseSeed(random(1, 100));
loadPixels();
shaderManager = new ShaderManager(shaderA);
shaderManager.apply(setPixel, width, height, { scale: 0.01, time: frameCount*0.01 });
updatePixels();
//noLoop();
}
function setPixel(color, x, y) {
set(x, y, color);
}