"use strict";(globalThis.webpackChunk_plex_client_qt=globalThis.webpackChunk_plex_client_qt||[]).push([["packages_visualizer_shaders_glamour_glsl"],{24364:n=>{n.exports="precision mediump float;\n\nuniform float uTime;\nuniform vec2 uResolution;\nvarying vec2 vTextureCoord;\nvarying vec4 vColor;\nuniform sampler2D uSampler;\n\nvoid main(void) {\n  vec3 c;\n  float z = 0.1 * uTime;\n  vec2 p = vTextureCoord - 0.5;\n  vec2 newPos = vTextureCoord;\n\n  p.x *= uResolution.x / uResolution.y;\n\n  float l = 0.2 * length(p);\n\n  for (int i = 0; i < 3; i++) {\n    z += 0.07;\n    newPos += p / l * (sin(z) + 1.0) * abs(sin(l * 9.0 - z * 2.0));\n    c[i] = 0.01 / length(abs(mod(newPos, 1.0) - 0.5));\n  }\n\n  float intensity = texture2D(uSampler, vec2(l, 0.5)).x;\n  gl_FragColor = vec4(c / l * intensity, uTime);\n}\n"}}]);