#version 430 core layout(binding = 0, std140) uniform Globals { vec3 iResolution; float iTime; float iTimeDelta; float iFrameRate; int iFrame; float iChannelTime[4]; vec3 iChannelResolution[4]; vec4 iMouse; vec4 iDate; float iSampleRate; } _89; layout(binding = 1) uniform sampler2D iChannel0; layout(location = 0) out vec4 _fragColor; void main() { // red _fragColor = vec4(_89.iSampleRate, 0.0, 0.0, 1.0); // maze //vec4 I = gl_FragCoord; //_fragColor = vec4(3)*modf(I*.1,I)[int(length(I)*1e4)&1]; }