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#version 330 core
uniform float time;
uniform vec2 resolution;
uniform vec2 mouse;
out vec4 color;
void
main ()
{
vec2 c = gl_FragCoord.xy/resolution;
vec2 m = mouse/resolution;
float t = sin(time);
color = vec4 (.286523, sqrt(((sqrt(sin(sin(sin(sin(m.x)))))+sin(sin(.375898)))+sqrt(sin(c.x))))*sin(c.y), sin(sqrt(sqrt(sin(t)*sin(.758588))*sin((sin(t)+.222414))*sin(sin(sin(m.y))))), 1);
// color = vec4 ((sin (time*2 + radians (0*90)) + 1)/2,
// (sin (time*2 + radians (1*90)) + 1)/2,
// (sin (time*2 + radians (2*90)) + 1)/2, 1);
}
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