precision mediump float; out vec4 color; in vec2 screen_pos; in vec2 uvs; uniform vec4 line_color; uniform float time; void main(){ color = line_color; //color = vec4(0, 0, 0, 0.1); //int x = int(gl_FragCoord.y / 1); //int y = int(gl_FragCoord.x / 1); //if ((x+y) % 2 == 0){ // color = vec4(0, 0, 0, 0.2); //} //else{ // color = vec4(0, 0, 0, 0.1); //} //color = vec4(0, 0, 0, abs(sin(gl_FragCoord.y / 10 + gl_FragCoord.x / 10))); //if (abs(uvs.x - fract(time * freq)) < 0.05){ //color = vec4(line_color, 0.1); //} //else{ //color = vec4(0, 0, 0, 0.1); //} //color = vec4(line_color * pow(abs(sin(uvs.x - time * freq)), 128), 0.3); //color = vec4(line_color * abs(sin(time)), 0.3); //color = vec4(line_color, 0.3); }