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//// BEGIN COMPILER 0 OBJ CODE ////
#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 _uO, in vec2 _uU);
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);
}
void _umainImage(out vec4 _uO, in vec2 _uU){
(_uU /= _uiResolution.xy);
(_uU.x = ((_uU.x * 1.2) - 0.1));
(_uU.y = abs((_uU.y - 0.5)));
(_uU *= 100.0);
(_uO.x = ((0.050000001 + _utexture(_uiChannel0, vec2((floor(_uU.x) * 0.0099999998), 0.0)).x) * 10.0));
(_uO.x = smoothstep(0.1, (0.2 + (120.0 / _uiResolution.x)), length(vec2((fract(_uU.x) - 0.5), (_uU.y - (_uO.x * clamp((_uU.y / _uO.x), 0.0, 1.0)))))));
(_uO.x = max(_uO.x, max(step(_uU.x, 0.0), step(100.0, _uU.x))));
(_uO = _uO.xxxx);
}

//// END COMPILER 0 OBJ CODE ////


