// you can write GLSL code directly in here #include #define iResolution cc_screenSize #define iTime cc_time.x #define iTimeDelta cc_time.y #define iFrame cc_time.z // shadertoy template void mainImage (out vec4 fragColor, in vec2 fragCoord) { // Normalized pixel coordinates (from 0 to 1) vec2 uv = fragCoord / iResolution.xy; // Time varying pixel color vec3 col = 0.5 + 0.5 * cos(iTime + uv.xyx + vec3(0, 2, 4)); // Output to screen fragColor = vec4(col, 1.0); }