void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = fragCoord/iResolution.xy;
float col = 0.5;
fragColor = vec4(vec3(col), 1.);
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.xy;
float col = step(floor(uv.x),uv.y);
fragColor = vec4(vec3(col), 1.);
}

mat2 rot(float a){float s=sin(a),c=cos(a);return mat2(c,-s,s,c);}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.y;
uv*=rot(iTime);
uv = abs(uv);
float col = step(floor(-uv.x*6.)/6.,uv.y-0.5);
fragColor = vec4(vec3(col), 1.);
}

mat2 rot(float a){float s=sin(a),c=cos(a);return mat2(c,-s,s,c);}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.xy;
//vec2 uv = (fragCoord)/iResolution.xy;
uv = vec2(atan(uv.x,uv.y),length(uv));
//uv-=iMouse.xy*.001;
uv.y-=texture(iChannel0,vec2(uv.x, 0.75)).r;
float col = step(-0.01,uv.y) - step(0.01,uv.y);
fragColor = vec4(vec3(col),1.);
//fragColor = vec4(vec3(texture(iChannel0,vec2(uv.x, 0.75)).r),1.);
}

mat2 rot(float a){float s=sin(a),c=cos(a);return mat2(c,-s,s,c);}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
//vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.xy;
vec2 uv = (fragCoord)/iResolution.xy;
fragColor = vec4(vec3(texture(iChannel0,vec2(uv.x, 0.25)).r),1.);
}

mat2 rot(float a){return mat2(cos(a),-sin(a),sin(a),cos(a));}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
//vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.y;
vec2 uv = (fragCoord)/iResolution.xy;
float col;
//float t;
//
//for(int c=0;c<3;c++){
// vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.y;
// for(int i=0;i<4;i++){
// t = 2.*texture(iChannel0,vec2(float(i)/4., 0.25)).r * 2.+float(c)/10.;
// uv=abs(uv);
// uv-=.2;
// uv=uv*rot(t/float(i+1));
// uv*=1.9;
// }
// //col[c]=fract(uv.x*.5);
// //col[c]=length(uv);
// col[c]=step(.5,fract(uv.x*.5));
//}
col = texture(iChannel0,vec2(uv.x, .25+.5*step(0.5,uv.y))).r;
fragColor = vec4(vec3(col),1.0);
}

float rnd(float x){
return fract(54321.987*sin(x*987.12345));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.y;
float col = rnd(uv.x+uv.y*.11);
fragColor = vec4(vec3(col),1.0);
}

float rnd(float x){
return fract(54321.9871*sin(x*987.123451));
}
void mainImage( out vec4 fragColor, in vec2 fragCoord )
{
vec2 uv = (fragCoord*2.-iResolution.xy)/iResolution.y;
uv= floor(uv*6.)/6.;
float t = iTime;
t=floor(t*5.5);
float col = rnd(uv.x+uv.y*.11 + t+10.) + ((uv.x));
fragColor = vec4(vec3(col),1.0);
}