precision mediump float; varying vec2 a_pos; uniform float u_time; //frames since page load uniform float u_stime; //frames since shader compile uniform vec2 u_mouse; uniform vec2 u_resolution; uniform vec4 u_date; //year, month, day, hour void mainImage( out vec4 c, in vec2 fc ) { vec2 uv = (2.0*gl_FragCoord.xy-u_resolution.xy)/u_resolution.y; vec3 color = vec3(length(uv)); c = vec4(color,1.0); } void main(void) { vec2 uv = a_pos; mainImage(gl_FragColor, uv); }
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FPS: over 9000