#version 460 uniform float iTime; uniform vec2 iResolution; uniform sampler2D frame0; uniform sampler2D frame2; in vec2 vUV; layout(location = 4) out vec3 fragColor; // SRC B // --------- // IN: 0 / 2 // OUT: 4 void main() { fragColor = vec3(vUV, 0.0) * step(0.3, vUV.x) * step(-0.4, -vUV.x); }