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precision mediump float; varying vec2 a_pos; uniform float u_time; //seconds since page load uniform float u_stime; //seconds since shader compile uniform vec4 u_mouse; //xy: current pos, zw: click pos uniform vec2 u_resolution; uniform float u_frame; //frame counter uniform float u_timedelta; //time between frames uniform sampler2D u_channel0; //previous frame texture uniform vec2 u_channelresolution[1]; //texture resolution void mainImage( out vec4 c, in vec2 fc ) { vec2 uv = gl_FragCoord.xy / u_channelresolution[0]; uv.y = 1.0 - uv.y; // Simply display the loaded texture vec3 color = texture2D(u_channel0, uv).rgb; c = vec4(color, 1.0); } void main(void) { vec2 uv = a_pos; mainImage(gl_FragColor, uv); }
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