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void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
fragColor = vec4(fragCoord.x/800.,.0,.0,1.);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
float R = 100.;
vec2 center = vec2(500., 300.);
float color = distance(center, fragCoord)/R;
color = step(0.99, color);
fragColor = vec4(vec3(color), 1.);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
float R = 100.;
vec2 center = iResolution.xy / 2.;
float color = step(R, distance(center, fragCoord));
fragColor = vec4(vec3(color)*.9, 1.);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.xy;
float edgeX = 0.;
float color = step(edgeX, uv.x);
fragColor = vec4(vec3(color)*.9, 1.);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 tmp = fragCoord;
tmp -= iResolution.xy/2.;
vec2 uv = tmp * 2. / iResolution.xy;
float col = length(uv);
fragColor = vec4(vec3(col),1.0);
}
mat2 rot(float a){
float s=sin(a),c=cos(a);
return mat2(c,-s,s,c);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 tmp = fragCoord;
tmp -= iResolution.xy/2.;
vec2 uv = tmp * 2. / iResolution.y;
uv = normalize(uv)/length(uv);
uv += iTime/2000.;
uv *= rot(iTime);
uv = mod(uv, 1.);
uv-=.5;
uv *= 1.8;
float col = length(uv);
col = fract(col);
fragColor = vec4(vec3(col),1.0);
}