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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);
vec2 translate = vec2(-0.5, -0.5);
coord += translate;
for (int i = 0; i < 40; i++){
float radius = 0.3;
float rad = radians(360.0 / 40.0) * float(i);
color.r += 0.006 / length(coord + vec2(radius * cos(rad), radius * sin(rad)));
color.g += 0.001 / length(coord + vec2(radius * cos(rad), radius * sin(rad)));
color.b += 0.005 / length(coord + vec2(radius * cos(rad + 12.0), radius * sin(rad)));
}
gl_FragColor = vec4(color.r, color.g, color.b, 1.0);
}