#version 430 core out vec4 FragColor; void main() { // Normalized coordinates in [0,1] vec2 uv = gl_FragCoord.xy / vec2(800.0, 600.0); // we’ll fix this later with a uniform vec3 color = vec3(uv.x, uv.y, 0.2); FragColor = vec4(color, 1.0); }