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precision mediump float;
varying vec2 vTexCoord;
uniform sampler2D uIndexSource;
uniform sampler2D uPaletteSource;
uniform vec2 uSourceSize;
uniform float uScaleFactor;
uniform float uPaletteSize;
uniform float uPeriod;
uniform float uPhaseShift;
void main()
{
vec2 pixel = vTexCoord * uSourceSize;
float angle = 6.283185 * (pixel.x + pixel.y) / uPeriod - 6.283185 * uPhaseShift;
float cosineTerm = (1.0 - cos(angle)) / 2.0;
vec4 finalColor = vec4(vec3(cosineTerm), 1.0);
gl_FragColor = finalColor;
}