23 lines
601 B
GLSL
23 lines
601 B
GLSL
precision mediump float;
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// uniform float uTime;
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uniform vec2 uResolution;
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void main() {
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vec2 uv = gl_FragCoord.xy / uResolution.xy;
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// vec3 col = 0.5 + 0.5 * cos(uTime + uv.xyx + vec3(0, 2, 4));
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// gl_FragColor = vec4(col, 1.0);
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// gl_FragColor = vec4(216., 43., 72., 255.) / 255.;
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// float maxfc = max(gl_FragCoord.x, gl_FragCoord.y);
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// gl_FragColor = vec4(gl_FragCoord.xy, maxfc, maxfc) / maxfc;
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float maxuv = max(uv.x, uv.y);
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gl_FragColor = vec4(34., 43., 192.*maxuv, 255.) / 255.;
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// vec3 col = 0.5 + 0.5*cos(uv.xyx+vec3(0,2,4));
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// gl_FragColor = vec4(col, 1.);
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}
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