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forge-steel/shaders/frag.glsl
T
2025-09-13 15:34:34 +02:00

15 lines
377 B
GLSL

#version 460
uniform float iTime;
uniform vec2 iResolution;
in vec2 vUV;
out vec4 fragColor;
void main() {
vec2 uv0 = vUV.st;
float ratio = iResolution.x / iResolution.y;
vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);
vec3 color = vec3(vUV, sin(iTime * 0.5) * 0.5 + 0.5);
color *= 1 - step(cos(iTime) * 0.1 + 0.5,length(uv1));
fragColor = vec4(color, 1.0);
}