// is highp wasteful for this shader? #ifdef GL_FRAGMENT_PRECISION_HIGH precision highp float; #else precision mediump float; #endif uniform float uTime; uniform vec2 uResolution; void main() { vec2 uv = gl_FragCoord.xy / uResolution; vec3 col = 0.5 + 0.5 * cos(uTime + uv.xyx + vec3(0, 2, 4)); gl_FragColor = vec4(col,1.0); }