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gpupaper/shaders/twisty.frag
T

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GLSL
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#ifdef GL_ES
precision mediump float;
#endif
uniform float time;
uniform vec2 mouse;
uniform vec2 resolution;
void main()
{
vec2 r = resolution,
o = gl_FragCoord.xy - r/2.;
o = vec2(length(o) / r.y - .2, atan(o.y,o.x));
vec4 s = .1*cos(1.6*vec4(0,1,2,3) + time + 0.5 + o.y + sin(o.y) * sin(time)*2.),
e = s.yzwx,
f = min(o.x-s,e-o.x);
gl_FragColor = dot(clamp(f*r.y,0.,1.), 40.*(s-e)) * (s-.1) - f;
}