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precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
void main() {
vec2 coord = (gl_FragCoord.xy * 2.0 - u_resolution) / min(u_resolution.x, u_resolution.y);
coord.x += sin(u_time) + cos(u_time * 2.1);
coord.y += cos(u_time) + sin(u_time * 1.6);
float color = 0.0;
color += 0.1 * (abs(sin(u_time)) + 0.1) / length(coord);
gl_FragColor = vec4(vec3(color), 1.0);
}