#version 450 uniform float iTime; out vec4 fragColor; void main() { // Normalized pixel coordinates (from -1 to 1) vec2 iResolution = vec2(1920.0, 1080.0); vec2 uv = (gl_FragCoord.xy/iResolution.xy)*2.0 - vec2(1.0,1.0); uv.y *= iResolution.y/iResolution.x; fragColor = abs(uv.yxyx + sin(iTime)/2.0); }