blob: 8da62b93e69fce3462e9c2f0213d04dbc1f6273b [file] [log] [blame]
#version 440
layout(location = 0) in vec2 coords;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform buf {
float t;
} ubuf;
void main()
{
float i = 1. - (pow(abs(coords.x), 4.) + pow(abs(coords.y), 4.));
i = smoothstep(ubuf.t - 0.8, ubuf.t + 0.8, i);
i = floor(i * 20.) / 20.;
fragColor = vec4(coords * .5 + .5, i, i);
}