dcbd011582
Quite a bit going on in here. - Messing with shaders - Move ShaderProgram to std::unique_ptr These are part of efforts to clean up the ShaderProgram class to have a better interface. - Working on shell-ing out commands. This is pointless but getting me in the state of thinking about the system as a whole - e.g. "stop" at the "prompt" should "stop the server," so the prompt thread will need to communicate with the main thread. We already have event signalling in place for this. - Triangle strip cube Performance testing reasons. Not being used for now. - Remove TCP stuff from UDPbase. It only does UDP now.
23 lines
510 B
GLSL
23 lines
510 B
GLSL
/* 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);
|
|
}
|