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#ifdef GL_ES
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
uniform float color;
float box(in vec2 _st, in vec2 _size){
_size = vec2(0.5) - _size*0.5;
vec2 uv = smoothstep(_size,
_size+vec2(0.001),
_st);
uv *= smoothstep(_size,
_size+vec2(0.001),
vec2(1.0)-_st);
return uv.x*uv.y;
}
float cross(in vec2 _st, float _size){
return box(_st, vec2(_size,_size/4.)) +
box(_st, vec2(_size/4.,_size));
}
void main(){
vec2 st = gl_FragCoord.xy/resolution.xy;
vec3 c = vec3(0.);
c += vec3(cross(st,0.5*abs(cos(time))));
c.r -= color;
//c *= u_color;
gl_FragColor = vec4(c,1.0);
}
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