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);
}