uniform vec4 color; void main(void) { gl_FragColor = color; } uniform vec2 resolution; void main(void) { vec2 position = 2.0*gl_FragCoord.xy/resolution - vec2(1.0); gl_FragColor = vec4(-1.0*position.x,abs(position.y),position.x,1.0); }
uniform float time; void main(void) { gl_FragColor = vec4(cos(time),1.0-(cos(time)*sin(time)),sin(time),1.0); } uniform float time; uniform vec2 resolution; void main(void) { vec2 position = 2.0*gl_FragCoord.xy/resolution - vec2(1.0); gl_FragColor = vec4(abs(cos(time+position.x)),0.0,abs(sin(time+position.y)),1.0); }