cos(new_pixel_angle) + mid.x), (uv_len * sin(new_pixel_angle) + mid.y)) - mid);
      
      uv *= 30.;
      speed = iTime*(2.);
      vec2 uv2 = vec2(uv.x+uv.y);

      for(int i=0; i < 5; i++) {
        uv2 += sin(max(uv.x, uv.y)) + uv;
        uv  += 0.5*vec2(cos(5.1123314 + 0.353*uv2.y + speed*0.131121),sin(uv2.x - 0.113*speed));
        uv  -= 1.0*cos(uv.x + uv.y) - 1.0*sin(uv.x*0.711 - uv.y);
      }
      
      float contrast_mod = (0.25*contrast + 0.5*spin_amount + 1.2);
      float paint_res =min