Implement ineffectual shader for basis testing.
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2025-04-14 21:45:42 -04:00
parent 019b4aa5ae
commit dac830fc7c

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@@ -4,6 +4,8 @@
precision mediump float;
#endif
attribute vec4 gl_Color;
uniform vec2 u_resolution;
uniform float u_time;
@@ -42,4 +44,7 @@ void main(){
color = hsb2rgb(vec3(st.x,1.0,st.y));
gl_FragColor = vec4(color,1.0);
gl_FragColor = gl_Color;
}