I have this code (from Shadertoy):
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = (fragCoord - 0.5*iResolution.xy) / iResolution.y;
fragColor = texture(iChannel0, vec2(atan(uv.y, uv.x)/6.28, 0.1/length(uv)));
}
...which creates an horizontal line glitch.

If I slightly transform the first line :
void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
vec2 uv = fragCoord / iResolution.xy;
uv -= 0.5;
uv.x *= iResolution.x / iResolution.y;
fragColor = texture(iChannel0, vec2(atan(uv.y, uv.x)/6.28, 0.1/length(uv)));
}
I don't even know where to start to understand what is happening !
