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