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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 angle = atan(-coord.y + 0.25, coord.x - 0.5) * 0.1;
float len = length(coord * 4.0 -vec2(0.5, 0.25));
color.r += (len * 40.0 + angle * 40.0 + u_time);
color.g += cos(len * 30.0 + angle * 60.0 - u_time * 5.);
color.b += cos(len * 50.0 + angle * 50.0 + 3.0);
gl_FragColor = vec4(color, 1.0);
}