#ifdef GL_ES
precision mediump float;
#endif
#define PI 3.14159265359
uniform vec2 u_resolution;
uniform vec2 u_mouse;
uniform float u_time;
float plot(vec2 st, float pct){
return smoothstep( pct-0.02, pct, st.y) -
smoothstep( pct, pct+0.02, st.y);
}
void main() {
vec2 st = gl_FragCoord.xy/u_resolution;
st -= 0.5*cos(0.32); // becomes -0.5 to 0.5
st *= 12.0;
float pct2 = 0.0;
pct2 = distance(st,vec2(0.5));
float y3 = sin(cos((st.y)*(0.10)))-sin(st.x*0.26912);
float y = (smoothstep(3.12,0.5,st.x+st.y) - smoothstep(0.5,0.91,(st.y*-0.212)))+smoothstep(.2,.5,st.y*(st.x)*(sin(st.y+(u_time*0.2412))+st.x*0.3)) * smoothstep(0.5,0.4191,(st.x*-03.12));
float y2 = smoothstep(0.2,4.105*st.x,st.y*(sin(st.y-(u_time*.208012)))) - smoothstep(.31,-0.18,st.y);
vec3 colorA = vec3(y*y2)+(y3*(0.1213));
colorA = (1.0)*colorA*vec3(0.140*(0.2920-(cos(st.x-(u_time*.412))*st.x))*1.312,(2.20+(sin(cos(st.y*5.2)+(u_time*0.28012))))*.212,(2.90+(sin(y3+(0.12)))*(sin(u_time*.12))));
float y4 = cos(cos(((st.y*st.x)*(sin(st.y-(u_time*.1412))+st.x))*(sin(0.121913))*cos(0.43*st.x+st.y))) + sin(cos((-st.y*(st.x+st.y))+(sin(-0.11913))*sin(0.11)*cos(0.293*st.y-st.x)));
float y5 = (smoothstep(0.10,0.295,(st.x-st.y+cos(st.x+-st.y))*(cos(st.x-(u_time*.9412)))) * smoothstep(0.9,0.1,st.x*(st.y-st.x*0.21)))*smoothstep(0.91,0.15,st.y-cos(st.y)) + smoothstep(0.14,0.91,st.y-st.x);
float y6 = (smoothstep(0.191,0.2815,-st.y*cos(-st.y)*(st.y-st.x)) - smoothstep(01.4*(sin(st.y+(u_time*.412))-(st.y+st.x)),0.29191,st.y+st.x))*smoothstep(0.8291,0.815,(sin(st.x-(u_time*.412))+st.x)/st.y+cos(st.x-st.y)) - smoothstep(0.4,.1,st.y+st.x);
vec3 colorB = sin(vec3(y4+y5))+(y3*(03.13)) * vec3(-y4-y5)*(-y3+(sin(-1.9193)));
colorB = (1.0)*colorB*vec3(.2980,0.175447,(-1.820*y6));
float y7 = cos(cos((st.x)*-y2));
// a. The DISTANCE from the pixel to the center
vec2 bl = step(vec2(0.5),(st+y7));
float pct = bl.x * bl.y;
vec3 colorMix = vec3(0.0);
colorMix = mix(colorA, colorB, ((sin(((y6+y2)*0.174)-sin(((-y6-y2)*0.174))+sin((cos(pct2*-0.192)))))));
gl_FragColor = vec4(colorMix,1.0);
}