fallingCand/shaders/gradient.frag
2025-11-29 12:29:08 -08:00

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