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precision mediump float;
uniform vec2 u_resolution;
uniform float u_time;
uniform vec2 u_mouse;
void main() {
vec2 coord = gl_FragCoord.xy / u_resolution;
vec3 color = vec3(0.0);
vec2 translate = vec2(-0.5);
coord += translate;
color.r = abs(0.1 + length(coord) - 0.6 * abs(sin(u_time * 0.9 / 12.0)));
color.g = abs(0.1 + length(coord) - 0.6 * abs(sin(u_time * 0.6 / 4.0)));
color.b = abs(0.1 + length(coord) - 0.6 * abs(sin(u_time * 0.3 / 9.0)));
gl_FragColor = vec4(0.05 / color, 1.0);
}