ghostty/src/renderer/shaders/temp.f.glsl

29 lines
567 B
GLSL

#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];
}