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#version 300 es precision highp float; out vec4 fragColor; uniform float iTime; uniform int iFrame; uniform vec2 iResolution; void main() { vec2 uv = gl_FragCoord.xy / iResolution.xy; vec3 col = vec3(uv, 0.5 + 0.5*sin(iTime)); vec3 plot; if (uv.y > .5 + 0.2 * sin(10.* uv.x + iTime) ) { plot = col; } else { plot = vec3(0); } fragColor = vec4(plot, 1.0); }
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