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#ifdef GL_FRAGMENT_PRECISION_HIGH
precision highp float;
#else
precision mediump float;
#endif
uniform vec2 resolution;
uniform float time;
uniform vec4 mouse;
uniform vec4 date;
//#define time iTime
#define R resolution.xy
void mainImage( out vec4 fragC, in vec2 fC)
{
vec2 pos = (fC.xy/R.xy) * 8. - 4.;
pos.x *= R.x / R.y;
float s = .26, f = 10.0, k = f;
vec3 p = vec3(pos, sin(time ) * .15)* s;
for( int i=0; i< 5; i++ )
{
p = (abs(p)/dot(p,p) - 1.33);
k = length(p);
p = 0.95*s/(p*k-p)*k;
}
f = (dot(dot(p,p),0.9*s)/(s/dot(p,p)));
fragC= vec4(f, f *1.2, f * 9.1, 1.0);;
}
void main() {
vec4 fragment_color;
mainImage(fragment_color, gl_FragCoord.xy);
gl_FragColor = fragment_color;
}