============================ #ifdef GL_ES precision mediump float; #endif uniform vec2 resolution; uniform float time; void main() { vec2 uv = -1. + 2. * gl_FragCoord.xy / resolution.xy; float a_1 = atan( sin( time * 4.) );float a_0 = tan( acos( uv.x * exp2( radians( uv.y * time - floor(uv.y * time) ) ) - floor(uv.x * exp2( radians( uv.y * time - floor(uv.y * time) ) )) ) * time);gl_FragColor = clamp( abs( vec4( uv.y * sign( sin( uv.x * uv.y * cos( a_1 / time) - floor(uv.y * cos( a_1 / time)) - floor(uv.x * uv.y * cos( a_1 / time) - floor(uv.y * cos( a_1 / time))) + time) ) - floor(uv.y * sign( sin( uv.x * uv.y * cos( a_1 / time) - floor(uv.y * cos( a_1 / time)) - floor(uv.x * uv.y * cos( a_1 / time) - floor(uv.y * cos( a_1 / time))) + time) )) , a_0 , uv.x * time - floor(uv.x * time) , 1. ) ),0.,1.);} ============================ (878, 'characters code')