. * gl_FragCoord.xy / resolution.xy - 1.;
    vec2 uvs = uv2 * resolution.xy / max(resolution.x, resolution.y);
    uvs *= rot_xy;
    float time2 = time;
    float speed = 0.30;
    speed = - 0.2;
    float formuparam = 0.79;
    float a = (atan(uvs.y, uvs.x));
    float r = pow(pow(uvs.x * uvs.x, 1.3) + pow(uvs.y * uvs.y, 1.3), 1.0 / (12.));
    vec2 uv = vec2(((0.5 + 0.5 * sus_sin(0.5 * time))) * uvs.x + ((0.5 - 0.5 * sus_sin(0.5 * time))) * (0.3) / pow(r, 1.), ((0.5 + 0.5 * sus_sin(0.5 * time))) * uvs.y