2024-02-06 15:40:50 -05:00

16 lines
286 B
GLSL

#version 450 core
layout (set = 0, binding = 0) uniform Matrices {
vec2 viewport;
float time;
vec3 cam_pos;
vec3 cam_dir;
};
layout (location = 0) in vec2 texCoord;
layout (location = 0) out vec4 fragColor;
void main() {
fragColor = vec4(abs(texCoord), abs(cos(time)), 1.0);
}