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# coding: utf-8
# Your code here!
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Please Wait...
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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
void main() {
vec2 uv = -1. + 2. * gl_FragCoord.xy / resolution.xy;
float a_1 = atan( sin( time * 4.) );float a_0 = tan( acos( uv.x * exp2( radians( uv.y * time - floor(uv.y * time) ) ) - floor(uv.x * exp2( radians( uv.y * time - floor(uv.y * time) ) )) ) * time);gl_FragColor = clamp( abs( vec4(
uv.y * sign( sin( uv.x * uv.y * cos( a_1 / time) - floor(uv.y * cos( a_1 / time)) - floor(uv.x * uv.y * cos( a_1 / time) - floor(uv.y * cos( a_1 / time))) + time) ) - floor(uv.y * sign( sin( uv.x * uv.y * cos( a_1 / time) - floor(uv.y * cos( a_1 / time)) - floor(uv.x * uv.y * cos( a_1 / time) - floor(uv.y * cos( a_1 / time))) + time) )) ,
a_0 ,
uv.x * time - floor(uv.x * time) ,
1. ) ),0.,1.);}
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