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precision mediump float;
varying vec2 vTexCoord;
uniform vec3 u_color;
uniform vec3 u_mouse;
uniform float u_time;
void main() {
//vec4 myColor = vec4(u_color, 1.0);
vec2 uv = vTexCoord;
gl_FragColor = vec4(abs(cos(uv / 0.5) * cos((u_time / 100.))),1.0,1.0);
}