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