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Some fixes on some missing output....
[cl-glfw/jecs.git]
/
examples
/
synchronized-shader.frag
blob
887de1358d6858875b4021ba368ec807d8dbbe52
1
uniform float time;
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varying vec3 colour;
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const float pi2=2.0*3.14159265;
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void main()
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{
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gl_FragColor = vec4(pow(sin(colour.r*pi2*4.0+mod(time*8.0,pi2)),2.0),
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pow(sin(colour.g*pi2*4.0+mod(time*8.0,pi2)),2.0),
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pow(sin(colour.b*pi2*4.0+mod(time*8.0,pi2)),2.0),
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1.0);
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}