runnable fragment
code snippet
precision highp float;
#define O gl_FragColor
uniform float time;
uniform vec2 resolution;
#define FC gl_FragCoord.xy
#define R resolution
#define T time
#define MN min(R.x,R.y)
#define S smoothstep
#define SE(v,a) S(fwidth(a),-.35,v-a)
#define PI radians(180.)
#define lum(a) dot(a,vec3(.21,.71,.07))
#define hue(a)(.5+.5*sin(PI*(a)+vec3(1,2,3)))
vec3 watermark() {