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precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 coord = gl_FragCoord.xy / u_resolution;
vec3 color = vec3(0.0);
float size = 12.0;
float alpha = sin(floor(coord.x * size) + u_time * 4.0) + 1.0 / 2.0;
color.r += sin(u_time * 5.0);
gl_FragColor = vec4(color.r, color.g, color.b, alpha);
}