void main() {
vec2 uv = gl_FragCoord.xy / resolution.xy;
vec3 col = .5 + .5 * cos(uv.xyx + time + vec3(0, 2, 4));
col *= texture(tex_avatar, uv).rgb;
float dist = distance(uv, mouse.xy);
float circle = smoothstep(.1, .2, dist) * .5 + .5;
vec4 acolor = vec4(col * circle, circle);
outColor = vec4(acolor);
}