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#extension GL_ARB_gpu_shader5 : enable
vec4 _utexture(in sampler2D _us, in vec2 _uc){
return texture2D(_us, _uc);
}
uniform vec3 _uiResolution;
uniform float _uiTime;
uniform float _uiTimeDelta;
uniform int _uiFrame;
uniform float _uiFrameRate;
uniform float _uiChannelTime[4];
uniform vec3 _uiChannelResolution[4];
uniform vec4 _uiMouse;
uniform sampler2D _uiChannel0;
uniform sampler2D _uiChannel1;
uniform sampler2D _uiChannel2;
uniform sampler2D _uiChannel3;
uniform vec4 _uiDate;
uniform float _uiSampleRate;
struct _uChannel {
vec3 _uresolution;
float _utime;
};
uniform _uChannel _uiChannel[4];
void _umainImage(out vec4 _ufragColor, in vec2 _ufragCoord);
void main(){
vec4 _ucolor = vec4(0.0, 0.0, 0.0, 1.0);
_umainImage(_ucolor, gl_FragCoord.xy);
(_ucolor.w = 1.0);
(gl_FragColor = _ucolor);
}
float _uhz(in float _uhz){
float _uu = (_uhz / 11000.0);
return _utexture(_uiChannel0, vec2(_uu, 0.25)).x;
}
void _umainImage(out vec4 _ufragColor, in vec2 _ufragCoord){
vec2 _uuv = (_ufragCoord.xy / _uiResolution.xy);
float _uv1 = (0.02 + (0.40000001 * _uhz(100.0)));
float _uv2 = (0.02 + (0.40000001 * _uhz(500.0)));
float _uv3 = (0.02 + (0.40000001 * _uhz(2000.0)));
vec3 _ucol = vec3(0.0, 0.0, 0.0);
float _uv1x = ((_uuv.x - 0.5) + (sin(((5.0 * _uiTime) + (1.5 * _uuv.y))) * _uv1));
float _uv2x = ((_uuv.x - 0.2) + (sin(((3.0 * _uiTime) + (0.80000001 * _uuv.y))) * _uv2));
float _uv3x = ((_uuv.x - 0.30000001) + (sin(((7.0 * _uiTime) + (3.2 * _uuv.y))) * _uv3));
(_ucol += ((vec3(1.0, 0.0, 1.0) * abs((0.066 / _uv1x))) * _uv1));
(_ucol += ((vec3(1.0, 1.0, 0.0) * abs((0.066 / _uv2x))) * _uv2));
(_ucol += ((vec3(0.0, 1.0, 1.0) * abs((0.066 / _uv3x))) * _uv3));
float _uuvy2 = ((0.40000001 * _uiTime) - _uuv.y);
float _ua1 = (max(0.0, (0.25 * _uhz(200.0))) * max(0.0, min(1.0, (sin((50.0 * _uuv.x)) * sin((50.0 * _uuvy2))))));
(_ucol += (vec3(1.0, 1.0, 1.0) * _ua1));
(_ufragColor = vec4(_ucol, 1.0));
}

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