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precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform sampler2D u_img;
void main() {
vec2 coord = gl_FragCoord.xy / u_resolution;
vec3 color = vec3(0.0);
vec4 image = texture2D(u_img, coord);
image.r += 0.3;
image.b += sin(coord.x * 5.0) * abs(cos(u_time * 10.0));
image.g -= 0.7;
gl_FragColor = vec4(image);
}