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precision mediump float;
uniform float time;
uniform vec2 resolution;
vec2 R(vec2 p,float a) {
return vec2( p.x*cos(a) + p.y*sin(a),
-p.x*sin(a) + p.y*cos(a));
}
void main() {
float vc = time / 50.0;
float vt = 1000.0 + sin(sin(time/16.0)*2.0*3.1415927) * 7000.0;
float vr = time / 20.0;
vec2 c0 = (gl_FragCoord.xy / resolution) - vec2(0.5 + cos(time*0.3) * sin(time * 0.1) * 0.3, 0.5 + sin(time*0.3) * sin(time * 0.2) * 0.3);
vec2 c = -R(c0, vr)*8.0;
float val = 0.5 + sin((((vt - c.x - c.y) / 2.0)*(0.5+c.x)*(c.y+0.5) + vt+ c.x + c.y)/500.0);
gl_FragColor = vec4(vec3(val* (0.2+sin(sin(1.0+vc)* 10.0 *c.x*c.y)*0.8), val * (0.3+cos(2.0 + c.x*c.y*sin(vc)* 10.0 )*0.7), val * (0.3+cos(1.0 + c.x*c.y *sin(vc)* 10.0))*0.7), 1.0);
}
attribute vec3 pos;
void main() {
gl_Position=vec4(pos, 1.0);
}
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