dotfiles/.local/sioyek/shaders/vertical_bar.fragment
2026-03-02 22:25:41 +01:00

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precision mediump float;
out vec4 color;
in vec2 screen_pos;
in vec2 uvs;
uniform vec4 line_color;
uniform float time;
void main(){
color = line_color;
//color = vec4(0, 0, 0, 0.1);
//int x = int(gl_FragCoord.y / 1);
//int y = int(gl_FragCoord.x / 1);
//if ((x+y) % 2 == 0){
// color = vec4(0, 0, 0, 0.2);
//}
//else{
// color = vec4(0, 0, 0, 0.1);
//}
//color = vec4(0, 0, 0, abs(sin(gl_FragCoord.y / 10 + gl_FragCoord.x / 10)));
//if (abs(uvs.x - fract(time * freq)) < 0.05){
//color = vec4(line_color, 0.1);
//}
//else{
//color = vec4(0, 0, 0, 0.1);
//}
//color = vec4(line_color * pow(abs(sin(uvs.x - time * freq)), 128), 0.3);
//color = vec4(line_color * abs(sin(time)), 0.3);
//color = vec4(line_color, 0.3);
}