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uniform sampler2D SCREEN_TEXTURE;
highp float random(highp float seed){
return fract(543.2543 * sin(seed * 3525.46));
}
void fragment() {
highp vec2 uv = UV;
highp float particles = random(TIME * 0.5 + uv.x * uv.y);
highp vec3 atmosphereColor = vec3(uv.x, uv.y, 0.5);
highp vec3 finalColor = atmosphereColor * 0.6;
finalColor += texture(SCREEN_TEXTURE, uv - vec2(0.01, 0.01)).rgb * 0.2;
finalColor *= vec3(particles);
finalColor *= vec3(1.0, 1.0, 1.0);
COLOR = vec4(finalColor, 0.01);
}