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- #ifdef GL_ES
- precision highp float;
- #endif
- uniform vec2 frame;
- uniform vec2 resolution;
- uniform vec2 offset;
- void main() {
- vec2 position = gl_FragCoord.xy / resolution.xy;
- if (gl_FragCoord.y < float(offset.y) + (resolution.y/10.0)*4.0 + sin(radians(mod((gl_FragCoord.x/10.0)+frame.x,360.0)))*30.0)
- gl_FragColor = vec4(1, 1, 1, 1);
- else if (gl_FragCoord.y < float(offset.y) + (resolution.y/2.0) + sin(radians(mod((gl_FragCoord.x/20.0)+frame.x,360.0)))*30.0)
- gl_FragColor = vec4(0.6235294117647059, 0, 0.7803921568627451, 1);
- else if (gl_FragCoord.y < float(offset.y) + (resolution.y/10.0)*6.0 + sin(radians(mod((gl_FragCoord.x/10.0)+frame.x,360.0)))*30.0)
- gl_FragColor = vec4(0.4862745098039216, 0.0745098039215686, 0.6588235294117647, 1);
- else {
- gl_FragColor = vec4(0.1019607843137255, 0.0941176470588235, 0.1529411764705882, 1);
- }
- }
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