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precision highp float;
uniform vec2 resolution;
uniform float time;
uniform vec2 mouse;
uniform sampler2D backbuffer;
void main(void) {
vec2 uv = (gl_FragCoord.xy * 2.0 - resolution.xy) / min(resolution.x, resolution.y);
gl_FragColor = vec4(uv, 1.0, 1.0);
}