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 radial gradient for depth and cosmic feel
float radialGradient = smoothstep(0.4, 1.2, len);