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#version 330
out vec4 fragColor;
uniform vec2 res;
uniform float time;
const float sharpness = 300;
const float PI = 3.14159265358979323846;
mat2 rot(float a) {
return mat2(
cos(a), -sin(a),
sin(a), cos(a)
);
}
void main(void) {
vec2 m = res/2;
float s = min(m.x, m.y);
vec2 p = (gl_FragCoord.xy - m) / s;
float repeat = 8.0;
float time_mod = mod(time / 200, repeat);
float w = 20 * pow(2, time_mod);
float f = time_mod / repeat;
vec2 pr = p * rot(f * PI/2);
float tp = mod(floor(log2(abs(pr.x/w)) + floor(log2(abs(pr.y/w)))), 2);
float darken = min(min(abs(pr.x), abs(pr.y)) / 0.01, 1.0);
float scene = tp * darken;
fragColor = vec4(vec3(1, 1, 1) * scene, 1);
}
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