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precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 coord = (gl_FragCoord.xy / u_resolution.xy);
float color = 0.0;
color += sin(coord.x * 50.0 + cos(u_time + coord.y * 10.0 + sin(coord.x * 50.0 + u_time * 2.0))) * 2.0;
color += cos(coord.x * 40.0 + sin(u_time + coord.y * 10.0 + cos(coord.x * 50.0 + u_time * 2.0))) * 2.0;
color += sin(coord.x * 30.0 + cos(u_time + coord.y * 10.0 + sin(coord.x * 50.0 + u_time * 2.0))) * 2.0;
color += cos(coord.x * 10.0 + sin(u_time + coord.y * 10.0 + cos(coord.x * 50.0 + u_time * 2.0))) * 2.0;
gl_FragColor = vec4(vec3(color + coord.y, coord.x, 1.0), 1.0);
}