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#version 330 core
// SEED: 1747789190
// TERM_TRESHOLD: 128
uniform float time;
uniform vec2 resolution;
uniform vec2 mouse;
uniform float zoom;
out vec4 color;
float z = zoom;
void
main ()
{
vec2 c = gl_FragCoord.xy/resolution*2*z - z;
vec2 m = mouse/resolution;
float t = time*0.25;
vec3 g = vec3 ((sqrt(abs((sqrt(abs(sqrt(abs(((c.x/sqrt(abs(sqrt(abs(((((abs(((((((((abs(sqrt(abs(sin((((cos(((cos(sqrt(abs(sqrt(abs(((sin((sqrt(abs(((sqrt(abs(sqrt(abs((((sqrt(abs((sqrt(abs((((sqrt(abs(sqrt(abs(((((((sqrt(abs(c.x))*(sqrt(abs((sqrt(abs(sin(abs((((c.x - (abs(abs((((sqrt(abs((sqrt(abs(sqrt(abs(((sqrt(abs((sin(sin(sin(((sin((cos(((cos(abs(((sqrt(abs(cos(c.x)))*cos((c.y - c.x)) - m.y) - c.x))) - c.x)/c.x)) - c.y)) - c.y) - sin(t)))))/.024006))) - c.x) - .183139))))) - m.x))) - c.y)/sin(t)) - sin(t)))) - sin(t))) - c.x) - m.y))))) - m.x))) - c.x) - c.x) - sin(t)) - c.x) - cos(t)) - c.y)/c.x)*m.x)))) - .223574) - c.x) - cos(t)))) - c.y)))/m.x) - c.x) - m.x))))) - c.x) - cos(t)))) - m.x)) - c.x) - c.x)))))) - c.x) - c.y)) - sin(t)) - .406444) - c.y))))) - m.y)/m.x) - c.x) - c.y)/cos(t))/.262350) - sin(t)) - c.y)) - c.x) - c.x)/c.x)/m.x)))))) - cos(t)))))) - c.x))) - c.x), cos(t), sin(((((((((cos(sqrt(abs((sqrt(abs(c.y)) - c.x)))) - (sqrt(abs((sqrt(abs(m.x)) - ((cos(sqrt(abs((m.y - c.y)))) - sqrt(abs(abs((sqrt(abs((((abs((sqrt(abs(sqrt(abs(cos((m.y - ((.254220 - (sqrt(abs(sqrt(abs(((m.y - sin(sqrt(abs((cos(sqrt(abs(sqrt(abs(sin(sqrt(abs(abs(sin(((((sqrt(abs(m.x)) - c.y)*.213340*c.x*cos(t) - .877721)/m.y) - .632123))))))))))) - c.x))))) - c.x))))) - cos(t))) + c.y))))))) - sin(t))) - c.y)/c.x) - c.x))) - c.y)))))*c.x - c.y))))/.123224))/m.x) - c.y)*.273026/c.x)/c.y) - cos(t)) - m.x)/m.y)));
color = vec4 ((g + z)/2/z, 1);
}
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