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#ifdef GL_ES precision mediump float; #endif uniform vec2 u_resolution; uniform float u_time; #define PI 3.1415926538 #include "lygia/space/ratio.glsl" #include "lygia/math/decimate.glsl" #include "lygia/draw/circle.glsl" void main(void) { vec3 color = vec3(0.0); vec2 st = gl_FragCoord.xy/u_resolution.xy; st = ratio(st, u_resolution); color = vec3(st.x,st.y,abs(sin(u_time))); color = decimate(color, 20.); color *= circle(sin(st * PI) + vec2(sin(u_time ), cos(u_time * PI)) / 1.0, 2.); gl_FragColor = vec4(color, 1.0); }