1f505ca8-b164-4d35-b697-504d100015e4 510 B

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  1. // you can write GLSL code directly in here
  2. #include <builtin/uniforms/cc-global>
  3. #define iResolution cc_screenSize
  4. #define iTime cc_time.x
  5. #define iTimeDelta cc_time.y
  6. #define iFrame cc_time.z
  7. // shadertoy template
  8. void mainImage (out vec4 fragColor, in vec2 fragCoord) {
  9. // Normalized pixel coordinates (from 0 to 1)
  10. vec2 uv = fragCoord / iResolution.xy;
  11. // Time varying pixel color
  12. vec3 col = 0.5 + 0.5 * cos(iTime + uv.xyx + vec3(0, 2, 4));
  13. // Output to screen
  14. fragColor = vec4(col, 1.0);
  15. }