Horizontal sinwave (130 BPM)

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varying vec2 v_uv;

uniform float u_time;
uniform vec2 u_resolution;
uniform vec2 u_mousepos;

void main()
{
gl_FragColor = vec4(
v_uv.x,
smoothstep(0.0, 0.1, sin(v_uv.y * u_time * 130.0)),
v_uv.y,
1.0
);
}