runnable fragment
code snippet
precision mediump float;
#define TDOutputSwizzle(c) (c)
uniform float u_time;
uniform vec2 u_resolution;
#define fragColor gl_FragColor
void main()
{
vec2 uv = (gl_FragCoord.xy - u_resolution / 2.0) / u_resolution.y;
float len = length(uv);
// Base colors with smooth transition
float r = sin(len * 12.0 - u_time * 3.0) * 0.5 + 0.5;