#version 100 precision mediump float; uniform float uTime; uniform vec2 uResolution; uniform vec4 uFragColor; void main() { vec2 uv = gl_FragCoord.xy / uResolution.xy; gl_FragColor = vec4(uv.x, uv.y, sin(uTime * 1.0), 1.0); //gl_FragColor = vec4(0.0, 0.0, 1.0, 1.0); }