handmade/glsl/new.f.glsl

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/* vim: set ft=c: */
/* <https://www.shadertoy.com/new> */
void
mainImage (out vec4 fragColor, in vec2 fragCoord)
{
// Normalized pixel coordinates (from 0 to 1)
// vec2 uv = fragCoord.xy / iResolution.xy;
// Texture coordinates
vec2 uv = TexCoords;
// float du = 1.0 / iResolution.y;
// vec2 uv = du * (fragCoord.xy - (0.5 * iResolution.xy));
// Time varying pixel color
vec3 col = 0.5 + 0.5 * cos (iTime + uv.xyx + vec3 (0, 2, 4));
// Output to screen
fragColor = vec4 (col, 1.0);
}