18 lines
338 B
GLSL
18 lines
338 B
GLSL
// is highp wasteful for this shader?
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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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;
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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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}
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