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- // you can write GLSL code directly in here
- #include <builtin/uniforms/cc-global>
- #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);
- }
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