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- #version 300 es
- #ifdef GL_ES
- precision mediump float;
- #endif
- uniform vec2 u_resolution;
- uniform float u_time;
- out vec4 outColor;
- mat2 scale(vec2 scale) {
- return mat2(scale.x, 0.0, 0.0, scale.y);
- }
- float circleShape(vec2 position, float radius) {
- return step(radius, length(position - vec2(0.5)));
- }
- void main() {
- vec2 coord = gl_FragCoord.xy / u_resolution.x;
- vec3 color = vec3(0.0);
- coord = scale(vec2(sin(u_time) + 2.0)) * coord;
- color += vec3(circleShape(coord, 0.3));
- outColor = vec4(color, 1.0);
- }
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