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precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
uniform sampler2D u_img;
float size = 6.0;
float speed = -10.0;
bool flip = true;
void main() {
vec2 coord = gl_FragCoord.xy / u_resolution;
vec3 color = vec3(0.0);
vec4 image = texture2D(u_img, coord);
if(flip){
image.a = sin(floor(coord.x * size) - u_time * speed);
} else {
image.a = sin(floor(coord.y * size) - u_time * speed);
}
gl_FragColor = image;
}