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#ifdef GL_ES
precision highp float;
#endif
uniform vec2 u_resolution;
uniform float u_time;
uniform float u_speed;
uniform sampler2D u_tex0;
void main(void)
{
vec2 p = -1.0 + 2.0 * gl_FragCoord.xy / u_resolution.xy;
vec2 uv;
float r = pow( pow(p.x*p.x,16.0) + pow(p.y*p.y,16.0), 1.0/32.0 );
uv.x = 0.5*u_time*u_speed + 0.5/r;
uv.y = 1.0*atan(p.y,p.x)/3.1416;
vec3 col = texture2D(u_tex0,uv).xyz;
gl_FragColor = vec4(col*r*r*r,1.0);
}
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