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forge-steel/shaders/frag1.glsl
T
2025-09-15 23:39:18 +02:00

17 lines
414 B
GLSL

#version 460
// SRC A
// ---------
// IN: 0 / 1
// OUT: 3
layout(location = 3) out vec3 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 + 0.4, length(uv1));
fragColor = color + texture(frame0, vUV - 0.04).xyz * 0.5;
}