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lunar/shaders/gradient_fullscreen.frag

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450 B
GLSL
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#version 450
layout(location = 0) out vec4 out_color;
layout(push_constant) uniform PushConstants {
vec2 resolution;
} pc;
void main()
{
vec2 uv = (gl_FragCoord.xy + vec2(0.5)) / pc.resolution;
float v = sin(uv.x * 10.0) + cos(uv.y * 10.0);
float r = 0.5 + 0.5 * cos(6.2831 * (uv.x + v));
float g = 0.5 + 0.5 * cos(6.2831 * (uv.y + v + 0.33));
float b = 0.5 + 0.5 * cos(6.2831 * (uv.x - uv.y + 0.66));
out_color = vec4(r, g, b, 1.0);
}