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#version 100

precision mediump float;

varying vec2 fragTexCoord;
varying vec4 fragColor;

uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform float u_time;

void main()
{
    vec4 tex = texture2D(texture0, fragTexCoord);
    vec3 a = vec3(1.0, 0.0, 1.0);
    vec3 b = vec3(0.0, 1.0, 0.0);
    float m = 0.5 + 0.5*(sin(0.2*gl_FragCoord.x + 5.0*u_time) + cos(0.2*gl_FragCoord.y + 5.0*u_time));
    //float m = 0.5;
    gl_FragColor = vec4(mix(a, b, m), tex.a);
}