read fragment shader from file
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#version 330
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uniform float iTime;
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uniform vec2 iResolution;
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in vec2 vUV;
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out vec4 fragColor;
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void main() {
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vec2 uv0 = vUV.st;
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float ratio = iResolution.x / iResolution.y;
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vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
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vec3 color = vec3(vUV, sin(iTime * 0.5) * 0.5 + 0.5);
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color *= 1 - step(cos(iTime) * 0.1 + 0.5,length(uv1));
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fragColor = vec4(color, 1.0);
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}
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