fallingCand/shaders/gradient.frag

12 lines
241 B
GLSL

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