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#version 300 es precision highp float; uniform float u_time; uniform vec2 u_resolution; out vec4 outColor; void main() { vec2 uv = gl_FragCoord.xy / u_resolution.xy; vec3 color = 0.5 + 0.5 * cos(u_time + uv.xyx + vec3(0, 2, 4)); outColor = vec4(color, 1.0); }
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