2025-07-03 12:53:49 +04:00

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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);
}