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