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#ifdef GL_ES
precision highp float;
#endif

uniform float time;
uniform vec2 resolution;

mat2 rotate2D(float r){
    return mat2(cos(r), sin(r), -sin(r), cos(r));
}

vec3 hsv(float h, float s, float v){
    vec4 t = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
    vec3 p = abs(fract(vec3(h) + t.xyz) * 6.0 - vec3(t.w));
    return v * mix(vec3(t.x), clamp(p - vec3(t.x), 0.0, 1.0), s);
}

vec3  mod289(vec3 x) {return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4  mod289(vec4 x) {return x - floor(x * (1.0 / 289.0)) * 289.0;}
vec4  permute(vec4 x) {return mod289(((x*34.0)+1.0)*x);}
vec4  taylorInvSqrt(vec4 r) {return 1.79284291400159 - 0.85373472095314 * r;}

float snoise3D(vec3 v){
  const vec2 C = vec2(1.0 / 6.0, 1.0 / 3.0);
  const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);

  // First corner
  vec3 i  = floor(v + dot(v, C.yyy) );
  vec3 x0 =   v - i + dot(i, C.xxx) ;

  // Other corners
  vec3 g = step(x0.yzx, x0.xyz);
  vec3 l = 1.0 - g;
  vec3 i1 = min( g.xyz, l.zxy );
  vec3 i2 = max( g.xyz, l.zxy );

  vec3 x1 = x0 - i1 + C.xxx;
  vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
  vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y

  // Permutations
  i = mod289(i);
  vec4 p = permute( permute( permute(
             i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
           + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
           + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));

  // Gradients: 7x7 points over a square, mapped onto an octahedron.
  // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
  float n_ = 0.142857142857; // 1.0/7.0
  vec3  ns = n_ * D.wyz - D.xzx;

  vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)

  vec4 x_ = floor(j * ns.z);
  vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)

  vec4 x = x_ *ns.x + ns.yyyy;
  vec4 y = y_ *ns.x + ns.yyyy;
  vec4 h = 1.0 - abs(x) - abs(y);

  vec4 b0 = vec4( x.xy, y.xy );
  vec4 b1 = vec4( x.zw, y.zw );

  vec4 s0 = floor(b0)*2.0 + 1.0;
  vec4 s1 = floor(b1)*2.0 + 1.0;
  vec4 sh = -step(h, vec4(0.0));

  vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
  vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;

  vec3 p0 = vec3(a0.xy,h.x);
  vec3 p1 = vec3(a0.zw,h.y);
  vec3 p2 = vec3(a1.xy,h.z);
  vec3 p3 = vec3(a1.zw,h.w);

  //Normalise gradients
  vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
  p0 *= norm.x;
  p1 *= norm.y;
  p2 *= norm.z;
  p3 *= norm.w;

  // Mix final noise value
  vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
  m = m * m;
  return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) );
}

void twigl(out vec4 o, vec4 FC, vec2 r, float t) {
    o=vec4(0);
    float e=0.,g=1.7,l,k=0.;
    for(float i=0.;i<25.;i++){
        vec3 p=vec3((FC.xy-.5*r)/r.y*g,g-3.),q;
        k=fract(t-(length(p)*.2))-.5;
        p.y+=k*k*3.-.5;
        q=p/=l=length(p);
        p.x=abs(p.x);
        k=dot(p,vec3(2,.5,-7));
        e=k>7.?l:l-abs(snoise3D(q*50.))*.5;
        g+=--e/20.;
        o.rgb+=hsv(k*-.1,.5,.04/exp(e*3.));
    }
    k>7.2?o--:o;
}

void main(void)
{
    twigl(gl_FragColor, gl_FragCoord, resolution, time);
    gl_FragColor.a = 1.;
}
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